* Completely refactor how job spawning works * Remove remains of old system. * Squash the final bug, cleanup. * Attempt to fix tests * Adjusts packed's round-start crew roster, re-enables a bunch of old roles. Also adds the Central Command Official as a proper role. * pretty up ui * refactor StationSystem into the correct folder & namespace. * remove a log, make sure the lobby gets updated if a new map is spontaneously added. * re-add accidentally removed log * We do a little logging * we do a little resolving * we do a little documenting * Renamed OverflowJob to FallbackOverflowJob Allows stations to configure their own roundstart overflow job list. * narrator: it did not compile * oops * support having no overflow jobs * filescope for consistency * small fixes * Bumps a few role counts for Packed, namely engis * log moment * E * Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Update Content.Server/Maps/GameMapPrototype.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * factored job logic, cleanup. * e * Address reviews * Remove the concept of a "default" grid. It has no future in our new multi-station world * why was clickable using that in the first place * fix bad evil bug that almost slipped through also adds chemist * rms obsolete things from chemist * Adds a sanity fallback * address reviews * adds ability to set name * fuck * cleanup joingame
67 lines
2.5 KiB
C#
67 lines
2.5 KiB
C#
using Content.Server.Maps;
|
|
using Content.Server.Roles;
|
|
using Content.Server.Station;
|
|
using Content.Shared.Administration;
|
|
using Robust.Server.Maps;
|
|
using Robust.Shared.Console;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server.Administration.Commands
|
|
{
|
|
[AdminCommand(AdminFlags.Fun)]
|
|
public sealed class LoadGameMapCommand : IConsoleCommand
|
|
{
|
|
public string Command => "loadgamemap";
|
|
|
|
public string Description => "Loads the given game map at the given coordinates.";
|
|
|
|
public string Help => "loadgamemap <gamemap> <mapid> [<x> <y> [<name>]] ";
|
|
|
|
public void Execute(IConsoleShell shell, string argStr, string[] args)
|
|
{
|
|
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
|
|
var mapLoader = IoCManager.Resolve<IMapLoader>();
|
|
var entityManager = IoCManager.Resolve<IEntityManager>();
|
|
var stationSystem = entityManager.EntitySysManager.GetEntitySystem<StationSystem>();
|
|
|
|
if (args.Length is not (2 or 4 or 5))
|
|
{
|
|
shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
|
|
return;
|
|
}
|
|
|
|
if (prototypeManager.TryIndex<GameMapPrototype>(args[0], out var gameMap))
|
|
{
|
|
if (int.TryParse(args[1], out var mapId))
|
|
{
|
|
var gameMapEnt = mapLoader.LoadBlueprint(new MapId(mapId), gameMap.MapPath);
|
|
if (gameMapEnt is null)
|
|
{
|
|
shell.WriteError($"Failed to create the given game map, is the path {gameMap.MapPath} correct?");
|
|
return;
|
|
}
|
|
|
|
if (args.Length >= 4 && int.TryParse(args[2], out var x) && int.TryParse(args[3], out var y))
|
|
{
|
|
var transform = entityManager.GetComponent<TransformComponent>(gameMapEnt.GridEntityId);
|
|
transform.WorldPosition = new Vector2(x, y);
|
|
}
|
|
|
|
var stationName = args.Length == 5 ? args[4] : null;
|
|
|
|
stationSystem.InitialSetupStationGrid(gameMapEnt.GridEntityId, gameMap, stationName);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
shell.WriteError($"The given map prototype {args[0]} is invalid.");
|
|
}
|
|
}
|
|
}
|
|
}
|