using Content.Server.Administration; using Content.Server.Power.Components; using Content.Shared.Administration; using Robust.Shared.Console; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Content.Server.Power { [AdminCommand(AdminFlags.Admin)] public sealed class SetBatteryPercentCommand : IConsoleCommand { public string Command => "setbatterypercent"; public string Description => "Drains or recharges a battery by entity uid and percentage, i.e.: forall with Battery do setbatterypercent $ID 0"; public string Help => $"{Command} "; public void Execute(IConsoleShell shell, string argStr, string[] args) { if (args.Length != 2) { shell.WriteLine($"Invalid amount of arguments.\n{Help}"); return; } if (!EntityUid.TryParse(args[0], out var id)) { shell.WriteLine($"{args[0]} is not a valid entity id."); return; } if (!float.TryParse(args[1], out var percent)) { shell.WriteLine($"{args[1]} is not a valid float (percentage)."); return; } var entityManager = IoCManager.Resolve(); if (!entityManager.TryGetComponent(id, out var battery)) { shell.WriteLine($"No battery found with id {id}."); return; } battery.CurrentCharge = (battery.MaxCharge * percent) / 100; // Don't acknowledge b/c people WILL forall this } } }