using Content.Server.Administration.UI; using Content.Server.EUI; using Content.Server.Explosion.EntitySystems; using Content.Shared.Administration; using Content.Shared.Explosion; using Robust.Server.Player; using Robust.Shared.Console; using Robust.Shared.Map; using Robust.Shared.Prototypes; using System.Linq; namespace Content.Server.Administration.Commands; [AdminCommand(AdminFlags.Fun)] public sealed class OpenExplosionEui : IConsoleCommand { public string Command => "explosionui"; public string Description => "Opens a window for easy access to station destruction"; public string Help => $"Usage: {Command}"; public void Execute(IConsoleShell shell, string argStr, string[] args) { var player = shell.Player as IPlayerSession; if (player == null) { shell.WriteError("This does not work from the server console."); return; } var eui = IoCManager.Resolve(); var ui = new SpawnExplosionEui(); eui.OpenEui(ui, player); } } [AdminCommand(AdminFlags.Fun)] // for the admin. Not so much for anyone else. public sealed class ExplosionCommand : IConsoleCommand { public string Command => "explosion"; public string Description => "Train go boom"; // Note that if you change the arguments, you should also update the client-side SpawnExplosionWindow, as that just // uses this command. public string Help => "Usage: explosion [intensity] [slope] [maxIntensity] [x y] [mapId] [prototypeId]"; public void Execute(IConsoleShell shell, string argStr, string[] args) { if (args.Length == 0 || args.Length == 4 || args.Length > 7) { shell.WriteError("Wrong number of arguments."); return; } if (!float.TryParse(args[0], out var intensity)) { shell.WriteError($"Failed to parse intensity: {args[0]}"); return; } float slope = 5; if (args.Length > 1 && !float.TryParse(args[1], out slope)) { shell.WriteError($"Failed to parse float: {args[1]}"); return; } float maxIntensity = 100; if (args.Length > 2 && !float.TryParse(args[2], out maxIntensity)) { shell.WriteError($"Failed to parse float: {args[2]}"); return; } float x = 0, y = 0; if (args.Length > 4) { if (!float.TryParse(args[3], out x) || !float.TryParse(args[4], out y)) { shell.WriteError($"Failed to parse coordinates: {(args[3], args[4])}"); return; } } MapCoordinates coords; if (args.Length > 5) { if (!int.TryParse(args[5], out var parsed)) { shell.WriteError($"Failed to parse map ID: {args[5]}"); return; } coords = new MapCoordinates((x, y), new(parsed)); } else { // attempt to find the player's current position var entMan = IoCManager.Resolve(); if (!entMan.TryGetComponent(shell.Player?.AttachedEntity, out TransformComponent? xform)) { shell.WriteError($"Failed get default coordinates/map via player's transform. Need to specify explicitly."); return; } if (args.Length > 4) coords = new MapCoordinates((x, y), xform.MapID); else coords = xform.MapPosition; } ExplosionPrototype? type; var protoMan = IoCManager.Resolve(); if (args.Length > 6) { if (!protoMan.TryIndex(args[6], out type)) { shell.WriteError($"Unknown explosion prototype: {args[6]}"); return; } } else if (!protoMan.TryIndex(ExplosionSystem.DefaultExplosionPrototypeId, out type)) { // no prototype was specified, so lets default to whichever one was defined first type = protoMan.EnumeratePrototypes().FirstOrDefault(); if (type == null) { shell.WriteError($"Prototype manager has no explosion prototypes?"); return; } } var sysMan = IoCManager.Resolve(); sysMan.GetEntitySystem().QueueExplosion(coords, type.ID, intensity, slope, maxIntensity); } }