ConGroups are gone. Long live admin flags in content.

This commit is contained in:
Pieter-Jan Briers
2020-10-30 16:06:48 +01:00
parent f04818437d
commit ad58a056d7
62 changed files with 2673 additions and 289 deletions

View File

@@ -0,0 +1,129 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Markers;
using Content.Shared.Administration;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.Administration.Commands
{
[AdminCommand(AdminFlags.Admin)]
public class WarpCommand : IClientCommand
{
public string Command => "warp";
public string Description => "Teleports you to predefined areas on the map.";
public string Help =>
"warp <location>\nLocations you can teleport to are predefined by the map. " +
"You can specify '?' as location to get a list of valid locations.";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (player == null)
{
shell.SendText((IPlayerSession) null, "Only players can use this command");
return;
}
if (args.Length != 1)
{
shell.SendText(player, "Expected a single argument.");
return;
}
var comp = IoCManager.Resolve<IComponentManager>();
var location = args[0];
if (location == "?")
{
var locations = string.Join(", ",
comp.EntityQuery<WarpPointComponent>()
.Select(p => p.Location)
.Where(p => p != null)
.OrderBy(p => p)
.Distinct());
shell.SendText(player, locations);
}
else
{
if (player.Status != SessionStatus.InGame || player.AttachedEntity == null)
{
shell.SendText(player, "You are not in-game!");
return;
}
var mapManager = IoCManager.Resolve<IMapManager>();
var currentMap = player.AttachedEntity.Transform.MapID;
var currentGrid = player.AttachedEntity.Transform.GridID;
var entityManager = IoCManager.Resolve<IEntityManager>();
var found = comp.EntityQuery<WarpPointComponent>()
.Where(p => p.Location == location)
.Select(p => p.Owner.Transform.Coordinates)
.OrderBy(p => p, Comparer<EntityCoordinates>.Create((a, b) =>
{
// Sort so that warp points on the same grid/map are first.
// So if you have two maps loaded with the same warp points,
// it will prefer the warp points on the map you're currently on.
var aGrid = a.GetGridId(entityManager);
var bGrid = b.GetGridId(entityManager);
if (aGrid == bGrid)
{
return 0;
}
if (aGrid == currentGrid)
{
return -1;
}
if (bGrid == currentGrid)
{
return 1;
}
var mapA = mapManager.GetGrid(aGrid).ParentMapId;
var mapB = mapManager.GetGrid(bGrid).ParentMapId;
if (mapA == mapB)
{
return 0;
}
if (mapA == currentMap)
{
return -1;
}
if (mapB == currentMap)
{
return 1;
}
return 0;
}))
.FirstOrDefault();
if (found.GetGridId(entityManager) != GridId.Invalid)
{
player.AttachedEntity.Transform.Coordinates = found;
if (player.AttachedEntity.TryGetComponent(out IPhysicsComponent physics))
{
physics.Stop();
}
}
else
{
shell.SendText(player, "That location does not exist!");
}
}
}
}
}