#nullable enable using System.Linq; using Content.Server.Administration; using Content.Server.GameObjects.Components; using Content.Shared.Administration; using Robust.Server.Interfaces.GameObjects; using Robust.Server.Interfaces.Player; using Robust.Shared.Console; using Robust.Shared.IoC; namespace Content.Server.Commands.Interactable { [AdminCommand(AdminFlags.Debug)] class AnchorCommand : IConsoleCommand { public string Command => "anchor"; public string Description => "Anchors all entities in a radius around the user"; public string Help => $"Usage: {Command} "; public void Execute(IConsoleShell shell, string argStr, string[] args) { var player = shell.Player as IPlayerSession; if (player?.AttachedEntity == null) { return; } if (args.Length != 1) { shell.WriteLine(Help); return; } if (!int.TryParse(args[0], out var radius)) { shell.WriteLine($"{args[0]} isn't a valid integer."); return; } if (radius < 0) { shell.WriteLine("Radius must be positive."); return; } var serverEntityManager = IoCManager.Resolve(); var entities = serverEntityManager.GetEntitiesInRange(player.AttachedEntity, radius).ToList(); foreach (var entity in entities) { if (entity.TryGetComponent(out AnchorableComponent? anchorable)) { _ = anchorable.TryAnchor(player.AttachedEntity, force: true); } } } } }