Files
tbd-station-14/Content.Server/Administration/Commands/WarpCommand.cs
2023-01-15 15:38:59 +11:00

155 lines
5.4 KiB
C#

using System.Linq;
using Content.Server.Ghost.Components;
using Content.Server.Warps;
using Content.Shared.Administration;
using Content.Shared.Follower;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
namespace Content.Server.Administration.Commands
{
[AdminCommand(AdminFlags.Admin)]
public sealed class WarpCommand : IConsoleCommand
{
[Dependency] private readonly IEntityManager _entManager = default!;
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 location = args[0];
if (location == "?")
{
var locations = string.Join(", ", GetWarpPointNames());
shell.WriteLine(locations);
}
else
{
if (player.Status != SessionStatus.InGame || player.AttachedEntity is not {Valid: true} playerEntity)
{
shell.WriteLine("You are not in-game!");
return;
}
var currentMap = _entManager.GetComponent<TransformComponent>(playerEntity).MapID;
var currentGrid = _entManager.GetComponent<TransformComponent>(playerEntity).GridUid;
var found = _entManager.EntityQuery<WarpPointComponent>(true)
.Where(p => p.Location == location)
.Select(p => (_entManager.GetComponent<TransformComponent>(p.Owner).Coordinates, p.Follow))
.OrderBy(p => p.Item1, 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.GetGridUid(_entManager);
var bGrid = b.GetGridUid(_entManager);
if (aGrid == bGrid)
{
return 0;
}
if (aGrid == currentGrid)
{
return -1;
}
if (bGrid == currentGrid)
{
return 1;
}
var mapA = a.GetMapId(_entManager);
var mapB = a.GetMapId(_entManager);
if (mapA == mapB)
{
return 0;
}
if (mapA == currentMap)
{
return -1;
}
if (mapB == currentMap)
{
return 1;
}
return 0;
}))
.FirstOrDefault();
var (coords, follow) = found;
if (coords.EntityId == EntityUid.Invalid)
{
shell.WriteError("That location does not exist!");
return;
}
if (follow && _entManager.HasComponent<GhostComponent>(playerEntity))
{
_entManager.System<FollowerSystem>().StartFollowingEntity(playerEntity, coords.EntityId);
return;
}
var xform = _entManager.GetComponent<TransformComponent>(playerEntity);
xform.Coordinates = coords;
xform.AttachToGridOrMap();
if (_entManager.TryGetComponent(playerEntity, out PhysicsComponent? physics))
{
_entManager.System<SharedPhysicsSystem>().SetLinearVelocity(playerEntity, Vector2.Zero, body: physics);
}
}
}
private IEnumerable<string> GetWarpPointNames()
{
return _entManager.EntityQuery<WarpPointComponent>(true)
.Select(p => p.Location)
.Where(p => p != null)
.OrderBy(p => p)
.Distinct()!;
}
public CompletionResult GetCompletion(IConsoleShell shell, string[] args)
{
if (args.Length == 1)
{
var options = new[] { "?" }.Concat(GetWarpPointNames());
return CompletionResult.FromHintOptions(options, "<warp point | ?>");
}
return CompletionResult.Empty;
}
}
}