* ForAll command! Implements "Bad Query Language", which has a few specifiers you can use for badminning, namely: named <regex> prototyped <prototype name> with <component name> tagged <tag name> parented_to <parent entity uid> For example: forall prototyped MobHuman parented_to 855 do explode $WX $WY 1 1 1 1; addcomp $ID Item * oops * fix a silent parsing bug, make parser louder. * cleanup * rename shit
39 lines
1.2 KiB
C#
39 lines
1.2 KiB
C#
using System;
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using System.Linq;
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using Content.Server.Commands;
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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.Administration.Commands.BQL
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{
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[AdminCommand(AdminFlags.Admin)]
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public class ForAllCommand : IConsoleCommand
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{
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public string Command => "forall";
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public string Description => "Runs a command over all entities with a given component";
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public string Help => "Usage: forall <comp> <command...>";
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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(Help);
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var (command, entities) = BqlParser.DoEntityQuery(argStr[6..], entityManager);
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foreach (var ent in entities.ToList())
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{
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var cmds = CommandUtils.SubstituteEntityDetails(shell, ent, command).Split(";");
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foreach (var cmd in cmds)
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{
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shell.ExecuteCommand(cmd);
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}
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}
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}
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}
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}
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