#nullable enable using System; using System.Diagnostics.CodeAnalysis; using Content.Shared.GameObjects.Components.Damage; using Robust.Server.Interfaces.Console; using Robust.Server.Interfaces.Player; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; namespace Content.Server.Commands.Damage { public abstract class DamageFlagCommand : IClientCommand { public abstract string Command { get; } public abstract string Description { get; } public abstract string Help { get; } public abstract void Execute(IConsoleShell shell, IPlayerSession? player, string[] args); public bool TryGetEntity( IConsoleShell shell, IPlayerSession? player, string[] args, bool adding, [NotNullWhen(true)] out IEntity? entity, out DamageFlag flag, [NotNullWhen(true)] out IDamageableComponent? damageable) { entity = null; flag = DamageFlag.None; damageable = null; IEntity? parsedEntity; DamageFlag parsedFlag; IDamageableComponent? parsedDamageable; switch (args.Length) { case 1: { if (player == null) { shell.SendText(player, "An entity needs to be specified when the command isn't used by a player."); return false; } if (player.AttachedEntity == null) { shell.SendText(player, "An entity needs to be specified when you aren't attached to an entity."); return false; } if (!Enum.TryParse(args[0], true, out parsedFlag)) { shell.SendText(player, $"{args[0]} is not a valid damage flag."); return false; } parsedEntity = player.AttachedEntity; flag = parsedFlag; break; } case 2: { if (!EntityUid.TryParse(args[0], out var id)) { shell.SendText(player, $"{args[0]} isn't a valid entity id."); return false; } var entityManager = IoCManager.Resolve(); if (!entityManager.TryGetEntity(id, out parsedEntity)) { shell.SendText(player, $"No entity found with id {id}."); return false; } if (!Enum.TryParse(args[1], true, out parsedFlag)) { shell.SendText(player, $"{args[1]} is not a valid damage flag."); return false; } break; } default: shell.SendText(player, Help); return false; } if (!parsedEntity.TryGetComponent(out parsedDamageable)) { shell.SendText(player, $"Entity {parsedEntity.Name} doesn't have a {nameof(IDamageableComponent)}"); return false; } if (parsedDamageable.HasFlag(parsedFlag) && adding) { shell.SendText(player, $"Entity {parsedEntity.Name} already has damage flag {parsedFlag}."); return false; } else if (!parsedDamageable.HasFlag(parsedFlag) && !adding) { shell.SendText(player, $"Entity {parsedEntity.Name} doesn't have damage flag {parsedFlag}."); return false; } entity = parsedEntity; flag = parsedFlag; damageable = parsedDamageable; return true; } } }