* Remove unused IChatCommand. * Lots of refactoring into a shared context. * Removed ICommonSession from server concmd Execute. * Added argStr parameter to concmd execute. * The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands. * Finally move shells and commands into shared. * Console commands can now be registered directly without a class in a shared context. * Engine API Changes. * Repair rebase damage. * Update Submodule.
44 lines
1.4 KiB
C#
44 lines
1.4 KiB
C#
using Content.Server.Administration;
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using Content.Server.GameTicking;
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using Content.Server.Interfaces.GameTicking;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.GameTicking
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{
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[AdminCommand(AdminFlags.Server)]
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class ForcePresetCommand : IConsoleCommand
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{
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public string Command => "forcepreset";
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public string Description => "Forces a specific game preset to start for the current lobby.";
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public string Help => $"Usage: {Command} <preset>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var ticker = IoCManager.Resolve<IGameTicker>();
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if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
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{
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shell.WriteLine("This can only be executed while the game is in the pre-round lobby.");
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return;
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}
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if (args.Length != 1)
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{
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shell.WriteLine("Need exactly one argument.");
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return;
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}
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var name = args[0];
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if (!ticker.TryGetPreset(name, out var type))
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{
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shell.WriteLine($"No preset exists with name {name}.");
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return;
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}
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ticker.SetStartPreset(type, true);
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shell.WriteLine($"Forced the game to start with preset {name}.");
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}
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}
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} |