130 lines
4.5 KiB
C#
130 lines
4.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Warps;
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using Content.Shared.Administration;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Content.Server.Administration.Commands
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{
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[AdminCommand(AdminFlags.Admin)]
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public sealed class WarpCommand : IConsoleCommand
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{
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public string Command => "warp";
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public string Description => "Teleports you to predefined areas on the map.";
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public string Help =>
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"warp <location>\nLocations you can teleport to are predefined by the map. " +
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"You can specify '?' as location to get a list of valid locations.";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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shell.WriteLine("Only players can use this command");
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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("Expected a single argument.");
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return;
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}
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var entMan = IoCManager.Resolve<IEntityManager>();
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var location = args[0];
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if (location == "?")
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{
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var locations = string.Join(", ",
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entMan.EntityQuery<WarpPointComponent>(true)
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.Select(p => p.Location)
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.Where(p => p != null)
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.OrderBy(p => p)
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.Distinct());
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shell.WriteLine(locations);
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}
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else
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{
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if (player.Status != SessionStatus.InGame || player.AttachedEntity is not {Valid: true} playerEntity)
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{
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shell.WriteLine("You are not in-game!");
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return;
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}
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var mapManager = IoCManager.Resolve<IMapManager>();
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var currentMap = entMan.GetComponent<TransformComponent>(playerEntity).MapID;
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var currentGrid = entMan.GetComponent<TransformComponent>(playerEntity).GridID;
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var found = entMan.EntityQuery<WarpPointComponent>(true)
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.Where(p => p.Location == location)
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.Select(p => entMan.GetComponent<TransformComponent>(p.Owner).Coordinates)
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.OrderBy(p => p, Comparer<EntityCoordinates>.Create((a, b) =>
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{
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// Sort so that warp points on the same grid/map are first.
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// So if you have two maps loaded with the same warp points,
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// it will prefer the warp points on the map you're currently on.
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var aGrid = a.GetGridId(entMan);
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var bGrid = b.GetGridId(entMan);
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if (aGrid == bGrid)
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{
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return 0;
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}
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if (aGrid == currentGrid)
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{
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return -1;
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}
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if (bGrid == currentGrid)
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{
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return 1;
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}
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var mapA = mapManager.GetGrid(aGrid).ParentMapId;
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var mapB = mapManager.GetGrid(bGrid).ParentMapId;
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if (mapA == mapB)
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{
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return 0;
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}
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if (mapA == currentMap)
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{
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return -1;
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}
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if (mapB == currentMap)
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{
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return 1;
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}
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return 0;
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}))
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.FirstOrDefault();
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if (found.GetGridId(entMan) != GridId.Invalid)
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{
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entMan.GetComponent<TransformComponent>(playerEntity).Coordinates = found;
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if (entMan.TryGetComponent(playerEntity, out IPhysBody? physics))
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{
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physics.LinearVelocity = Vector2.Zero;
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}
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}
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else
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{
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shell.WriteLine("That location does not exist!");
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}
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}
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}
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}
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}
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