Files
wwdpublic/Content.Server/Administration/Commands/ExplosionCommand.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

138 lines
4.6 KiB
C#

using Content.Server.Administration.UI;
using Content.Server.EUI;
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Administration;
using Content.Shared.Explosion;
using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using System.Linq;
using System.Numerics;
using Robust.Server.GameObjects;
namespace Content.Server.Administration.Commands;
[AdminCommand(AdminFlags.Fun)]
public sealed class OpenExplosionEui : IConsoleCommand
{
public string Command => "explosionui";
public string Description => "Opens a window for easy access to station destruction";
public string Help => $"Usage: {Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player;
if (player == null)
{
shell.WriteError("This does not work from the server console.");
return;
}
var eui = IoCManager.Resolve<EuiManager>();
var ui = new SpawnExplosionEui();
eui.OpenEui(ui, player);
}
}
[AdminCommand(AdminFlags.Fun)] // for the admin. Not so much for anyone else.
public sealed class ExplosionCommand : IConsoleCommand
{
public string Command => "explosion";
public string Description => "Train go boom";
// Note that if you change the arguments, you should also update the client-side SpawnExplosionWindow, as that just
// uses this command.
public string Help => "Usage: explosion [intensity] [slope] [maxIntensity] [x y] [mapId] [prototypeId]";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length == 0 || args.Length == 4 || args.Length > 7)
{
shell.WriteError("Wrong number of arguments.");
return;
}
if (!float.TryParse(args[0], out var intensity))
{
shell.WriteError($"Failed to parse intensity: {args[0]}");
return;
}
float slope = 5;
if (args.Length > 1 && !float.TryParse(args[1], out slope))
{
shell.WriteError($"Failed to parse float: {args[1]}");
return;
}
float maxIntensity = 100;
if (args.Length > 2 && !float.TryParse(args[2], out maxIntensity))
{
shell.WriteError($"Failed to parse float: {args[2]}");
return;
}
float x = 0, y = 0;
if (args.Length > 4)
{
if (!float.TryParse(args[3], out x) ||
!float.TryParse(args[4], out y))
{
shell.WriteError($"Failed to parse coordinates: {(args[3], args[4])}");
return;
}
}
MapCoordinates coords;
if (args.Length > 5)
{
if (!int.TryParse(args[5], out var parsed))
{
shell.WriteError($"Failed to parse map ID: {args[5]}");
return;
}
coords = new MapCoordinates(new Vector2(x, y), new(parsed));
}
else
{
// attempt to find the player's current position
var entMan = IoCManager.Resolve<IEntityManager>();
if (!entMan.TryGetComponent(shell.Player?.AttachedEntity, out TransformComponent? xform))
{
shell.WriteError($"Failed get default coordinates/map via player's transform. Need to specify explicitly.");
return;
}
if (args.Length > 4)
coords = new MapCoordinates(new Vector2(x, y), xform.MapID);
else
coords = entMan.System<TransformSystem>().GetMapCoordinates(shell.Player.AttachedEntity.Value, xform: xform);
}
ExplosionPrototype? type;
var protoMan = IoCManager.Resolve<IPrototypeManager>();
if (args.Length > 6)
{
if (!protoMan.TryIndex(args[6], out type))
{
shell.WriteError($"Unknown explosion prototype: {args[6]}");
return;
}
}
else if (!protoMan.TryIndex(ExplosionSystem.DefaultExplosionPrototypeId, out type))
{
// no prototype was specified, so lets default to whichever one was defined first
type = protoMan.EnumeratePrototypes<ExplosionPrototype>().FirstOrDefault();
if (type == null)
{
shell.WriteError($"Prototype manager has no explosion prototypes?");
return;
}
}
var sysMan = IoCManager.Resolve<IEntitySystemManager>();
sysMan.GetEntitySystem<ExplosionSystem>().QueueExplosion(coords, type.ID, intensity, slope, maxIntensity);
}
}