* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using Content.Server.Administration;
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using Content.Server.Power.Components;
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using Content.Shared.Administration;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Power
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{
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[AdminCommand(AdminFlags.Admin)]
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public class SetBatteryPercentCommand : IConsoleCommand
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{
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public string Command => "setbatterypercent";
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public string Description => "Drains or recharges a battery by entity uid and percentage, i.e.: forall with Battery do setbatterypercent $ID 0";
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public string Help => $"{Command} <id> <percent>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length != 2)
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{
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shell.WriteLine($"Invalid amount of arguments.\n{Help}");
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return;
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}
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if (!EntityUid.TryParse(args[0], out var id))
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{
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shell.WriteLine($"{args[0]} is not a valid entity id.");
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return;
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}
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if (!float.TryParse(args[1], out var percent))
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{
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shell.WriteLine($"{args[1]} is not a valid float (percentage).");
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetComponent<BatteryComponent>(id, out var battery))
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{
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shell.WriteLine($"No battery found with id {id}.");
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return;
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}
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battery.CurrentCharge = (battery.MaxCharge * percent) / 100;
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// Don't acknowledge b/c people WILL forall this
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}
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}
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}
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