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crystall-punk-14/Content.Server/Administration/Commands/WarpCommand.cs

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using System.Collections.Generic;
using System.Linq;
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using Content.Server.Warps;
using Content.Shared.Administration;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.Administration.Commands
{
[AdminCommand(AdminFlags.Admin)]
public sealed class WarpCommand : IConsoleCommand
{
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 entMan = IoCManager.Resolve<IEntityManager>();
var location = args[0];
if (location == "?")
{
var locations = string.Join(", ",
entMan.EntityQuery<WarpPointComponent>(true)
.Select(p => p.Location)
.Where(p => p != null)
.OrderBy(p => p)
.Distinct());
shell.WriteLine(locations);
}
else
{
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if (player.Status != SessionStatus.InGame || player.AttachedEntity is not {Valid: true} playerEntity)
{
shell.WriteLine("You are not in-game!");
return;
}
var mapManager = IoCManager.Resolve<IMapManager>();
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var currentMap = entMan.GetComponent<TransformComponent>(playerEntity).MapID;
var currentGrid = entMan.GetComponent<TransformComponent>(playerEntity).GridID;
var found = entMan.EntityQuery<WarpPointComponent>(true)
.Where(p => p.Location == location)
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.Select(p => entMan.GetComponent<TransformComponent>(p.Owner).Coordinates)
.OrderBy(p => p, 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.GetGridId(entMan);
var bGrid = b.GetGridId(entMan);
if (aGrid == bGrid)
{
return 0;
}
if (aGrid == currentGrid)
{
return -1;
}
if (bGrid == currentGrid)
{
return 1;
}
var mapA = mapManager.GetGrid(aGrid).ParentMapId;
var mapB = mapManager.GetGrid(bGrid).ParentMapId;
if (mapA == mapB)
{
return 0;
}
if (mapA == currentMap)
{
return -1;
}
if (mapB == currentMap)
{
return 1;
}
return 0;
}))
.FirstOrDefault();
if (found.GetGridId(entMan) != GridId.Invalid)
{
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entMan.GetComponent<TransformComponent>(playerEntity).Coordinates = found;
if (entMan.TryGetComponent(playerEntity, out IPhysBody? physics))
{
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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physics.LinearVelocity = Vector2.Zero;
}
}
else
{
shell.WriteLine("That location does not exist!");
}
}
}
}
}