* 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.
54 lines
1.9 KiB
C#
54 lines
1.9 KiB
C#
#nullable enable
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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.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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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 class DeleteComponent : IConsoleCommand
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{
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public string Command => "deletecomponent";
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public string Description => "Deletes all instances of the specified component.";
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public string Help => $"Usage: {Command} <name>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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switch (args.Length)
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{
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case 0:
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shell.WriteLine($"Not enough arguments.\n{Help}");
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break;
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default:
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var name = string.Join(" ", args);
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var componentFactory = IoCManager.Resolve<IComponentFactory>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!componentFactory.TryGetRegistration(name, out var registration))
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{
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shell.WriteLine($"No component exists with name {name}.");
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break;
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}
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var componentType = registration.Type;
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var components = entityManager.ComponentManager.GetAllComponents(componentType);
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var i = 0;
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foreach (var component in components)
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{
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var uid = component.Owner.Uid;
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entityManager.ComponentManager.RemoveComponent(uid, component);
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i++;
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}
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shell.WriteLine($"Removed {i} components with name {name}.");
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break;
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}
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}
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}
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}
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