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* Add support for contextual information in EntityTables (#37737) * Add context support for entityTables * fix build fail * comments * Update Content.Shared/EntityTable/EntityTableSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> (cherry picked from commit e92b6b6a7e2ed2e5f7473321e391394f28b9ee4a) * Multiantag Gamemode (#37783) Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> (cherry picked from commit f23e8c286153b5742de258a4e722803a1a4fba78) * Гейммоды * Ребаланс цен * Фикс линтера * Баланс бюджета + фикс повторения --------- Co-authored-by: Nemanja <98561806+emogarbage404@users.noreply.github.com>
104 lines
3.2 KiB
C#
104 lines
3.2 KiB
C#
using System.Linq;
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using Content.Server.Administration;
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using Content.Server.GameTicking.Rules;
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using Content.Shared.Administration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Toolshed;
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namespace Content.Server.GameTicking.Commands;
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[ToolshedCommand, AdminCommand(AdminFlags.Round)]
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public sealed class DynamicRuleCommand : ToolshedCommand
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{
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private DynamicRuleSystem? _dynamicRuleSystem;
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[CommandImplementation("list")]
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public IEnumerable<EntityUid> List()
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{
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_dynamicRuleSystem ??= GetSys<DynamicRuleSystem>();
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return _dynamicRuleSystem.GetDynamicRules();
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}
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[CommandImplementation("get")]
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public EntityUid Get()
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{
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_dynamicRuleSystem ??= GetSys<DynamicRuleSystem>();
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return _dynamicRuleSystem.GetDynamicRules().FirstOrDefault();
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}
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[CommandImplementation("budget")]
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public IEnumerable<float?> Budget([PipedArgument] IEnumerable<EntityUid> input)
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=> input.Select(Budget);
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[CommandImplementation("budget")]
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public float? Budget([PipedArgument] EntityUid input)
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{
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_dynamicRuleSystem ??= GetSys<DynamicRuleSystem>();
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return _dynamicRuleSystem.GetRuleBudget(input);
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}
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[CommandImplementation("adjust")]
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public IEnumerable<float?> Adjust([PipedArgument] IEnumerable<EntityUid> input, float value)
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=> input.Select(i => Adjust(i,value));
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[CommandImplementation("adjust")]
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public float? Adjust([PipedArgument] EntityUid input, float value)
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{
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_dynamicRuleSystem ??= GetSys<DynamicRuleSystem>();
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return _dynamicRuleSystem.AdjustBudget(input, value);
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}
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[CommandImplementation("set")]
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public IEnumerable<float?> Set([PipedArgument] IEnumerable<EntityUid> input, float value)
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=> input.Select(i => Set(i,value));
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[CommandImplementation("set")]
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public float? Set([PipedArgument] EntityUid input, float value)
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{
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_dynamicRuleSystem ??= GetSys<DynamicRuleSystem>();
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return _dynamicRuleSystem.SetBudget(input, value);
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}
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[CommandImplementation("dryrun")]
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public IEnumerable<IEnumerable<EntProtoId>> DryRun([PipedArgument] IEnumerable<EntityUid> input)
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=> input.Select(DryRun);
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[CommandImplementation("dryrun")]
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public IEnumerable<EntProtoId> DryRun([PipedArgument] EntityUid input)
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{
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_dynamicRuleSystem ??= GetSys<DynamicRuleSystem>();
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return _dynamicRuleSystem.DryRun(input);
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}
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[CommandImplementation("executenow")]
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public IEnumerable<IEnumerable<EntityUid>> ExecuteNow([PipedArgument] IEnumerable<EntityUid> input)
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=> input.Select(ExecuteNow);
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[CommandImplementation("executenow")]
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public IEnumerable<EntityUid> ExecuteNow([PipedArgument] EntityUid input)
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{
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_dynamicRuleSystem ??= GetSys<DynamicRuleSystem>();
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return _dynamicRuleSystem.ExecuteNow(input);
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}
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[CommandImplementation("rules")]
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public IEnumerable<IEnumerable<EntityUid>> Rules([PipedArgument] IEnumerable<EntityUid> input)
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=> input.Select(Rules);
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[CommandImplementation("rules")]
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public IEnumerable<EntityUid> Rules([PipedArgument] EntityUid input)
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{
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_dynamicRuleSystem ??= GetSys<DynamicRuleSystem>();
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return _dynamicRuleSystem.Rules(input);
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}
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}
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