Files
tbd-station-14/Content.Server/Administration/Commands/WarpCommand.cs
Acruid 8b5d66050a Console Unify API Changes (#3059)
* 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.
2021-02-01 16:49:43 -08:00

131 lines
4.5 KiB
C#

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