using System.Threading;
using System.Threading.Tasks;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Toolshed;
namespace Robust.Shared.Console;
///
/// A variant on that has some built-in default localization strings.
///
///
/// For server commands, it is much preferred to use .
///
public abstract partial class LocalizedCommands : IConsoleCommand
{
[Dependency] protected ILocalizationManager LocalizationManager = default!;
public ILocalizationManager Loc => LocalizationManager;
///
public abstract string Command { get; }
///
public virtual string Description => LocalizationManager.TryGetString($"cmd-{Command}-desc", out var val) ? val : "";
///
public virtual string Help => LocalizationManager.TryGetString($"cmd-{Command}-help", out var val, ("command", Command)) ? val : "";
///
public virtual bool RequireServerOrSingleplayer => false;
///
public abstract void Execute(IConsoleShell shell, string argStr, string[] args);
///
public virtual CompletionResult GetCompletion(IConsoleShell shell, string[] args) => CompletionResult.Empty;
///
public virtual ValueTask GetCompletionAsync(IConsoleShell shell, string[] args, string argStr,
CancellationToken cancel)
{
return ValueTask.FromResult(GetCompletion(shell, args));
}
}
///
/// Base class for localized console commands that run in "entity space".
///
///
///
/// This type of command is registered only while the entity system is active.
/// On the client this means that the commands are only available while connected to a server or in single player.
///
///
/// These commands are allowed to take dependencies on entity systems, reducing boilerplate for many usages.
///
///
public abstract partial class LocalizedEntityCommands : LocalizedCommands, IEntityConsoleCommand
{
[Dependency]
protected EntityManager EntityManager = default!;
}