AnchorableComponent light cleanup. (#4009)
* Remove awful commands * Unanchoring is a word. * Fix disposal tests.... * Slight anchorable cleanup
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dc03f1f545
@@ -1,58 +0,0 @@
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#nullable enable
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using System.Linq;
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components;
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using Content.Shared.Administration;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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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.Commands.Interactable
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{
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[AdminCommand(AdminFlags.Debug)]
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class AnchorCommand : IConsoleCommand
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{
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public string Command => "anchor";
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public string Description => "Anchors all entities in a radius around the user";
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public string Help => $"Usage: {Command} <radius>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player?.AttachedEntity == null)
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{
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return;
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}
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if (args.Length != 1)
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{
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shell.WriteLine(Help);
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return;
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}
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if (!int.TryParse(args[0], out var radius))
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{
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shell.WriteLine($"{args[0]} isn't a valid integer.");
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return;
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}
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if (radius < 0)
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{
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shell.WriteLine("Radius must be positive.");
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return;
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}
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var entities = IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(player.AttachedEntity, radius).ToList();
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foreach (var entity in entities)
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{
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if (entity.TryGetComponent(out AnchorableComponent? anchorable))
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{
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_ = anchorable.TryAnchor(player.AttachedEntity, force: true);
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}
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}
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}
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}
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}
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@@ -1,58 +0,0 @@
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#nullable enable
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using System.Linq;
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components;
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using Content.Shared.Administration;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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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.Commands.Interactable
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{
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[AdminCommand(AdminFlags.Debug)]
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class UnAnchorCommand : IConsoleCommand
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{
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public string Command => "unanchor";
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public string Description => "Unanchors all anchorable entities in a radius around the user";
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public string Help => $"Usage: {Command} <radius>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player?.AttachedEntity == null)
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{
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return;
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}
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if (args.Length != 1)
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{
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shell.WriteLine(Help);
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return;
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}
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if (!int.TryParse(args[0], out var radius))
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{
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shell.WriteLine($"{args[0]} isn't a valid integer.");
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return;
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}
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if (radius < 0)
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{
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shell.WriteLine("Radius must be positive.");
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return;
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}
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var entities = IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(player.AttachedEntity, radius).ToList();
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foreach (var entity in entities)
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{
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if (entity.TryGetComponent(out AnchorableComponent? anchorable))
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{
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_ = anchorable.TryUnAnchor(player.AttachedEntity, force: true);
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}
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}
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}
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}
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}
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@@ -1,60 +0,0 @@
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#nullable enable
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components;
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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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using Robust.Shared.Physics;
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namespace Content.Server.Commands
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{
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[AdminCommand(AdminFlags.Debug)]
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public class SetAnchorCommand : IConsoleCommand
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{
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public string Command => "setanchor";
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public string Description => "Sets the anchoring state of an entity.";
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public string Help => "setanchor <entity id> <value (optional)>";
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public async void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length == 0 || args.Length > 2)
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{
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shell.WriteLine("Invalid number of argument!");
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return;
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}
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if (!int.TryParse(args[0], out var id))
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{
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shell.WriteLine("Invalid argument specified!");
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return;
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}
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var entId = new EntityUid(id);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(entId, out var entity) || entity.Deleted || !entity.TryGetComponent(out AnchorableComponent? anchorable))
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{
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shell.WriteLine("Invalid entity specified!");
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return;
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}
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if (args.Length == 2)
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{
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if (!bool.TryParse(args[1], out var value))
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{
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shell.WriteLine("Invalid argument specified!");
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return;
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}
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if (value)
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await anchorable.TryAnchor(default, force: true);
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else
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await anchorable.TryUnAnchor(default, force: true);
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return;
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}
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await anchorable.TryToggleAnchor(default, force: true);
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}
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}
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}
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