Files
RobustToolbox/Robust.Shared/Toolshed/Commands/Misc/PhysicsCommand.cs
Moony 0e1328675c Toolshed (#4197)
* Saving work

* Move shit to engine

* lord

* merg

* awa

* bql is kill

* forgot the fucking bike rack

* bql is kill for real

* pjb will kill me

* aughfhbdj

* yo ho here we go on my way to the MINES

* a

* adgddf

* gdsgvfvxshngfgh

* b

* hfsjhghj

* hbfdjjh

* tf you mean i have to document it

* follow C# standards

* Assorted cleanup and documentation pass, minor bugfix in ValueRefParser.

* Start porting old commands, remove that pesky prefix in favor of integrating with the shell.

* Fix valueref up a bit, improve autocomplete for it.

* e

* Toolshed type system adventure.

* a log

* a

* a e i o u

* awa

* fix tests

* Arithmetic commands.

* a

* parse improvements

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2023-08-02 16:06:16 -05:00

49 lines
1.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Components;
namespace Robust.Shared.Toolshed.Commands.Misc;
[ToolshedCommand]
internal sealed class PhysicsCommand : ToolshedCommand
{
private SharedTransformSystem? _xform = default!;
[CommandImplementation("velocity")]
public IEnumerable<float> Velocity([PipedArgument] IEnumerable<EntityUid> input)
{
var physQuery = GetEntityQuery<PhysicsComponent>();
foreach (var ent in input)
{
if (!physQuery.TryGetComponent(ent, out var comp))
continue;
yield return comp.LinearVelocity.Length();
}
}
[CommandImplementation("parent")]
public IEnumerable<EntityUid> Parent([PipedArgument] IEnumerable<EntityUid> input)
{
_xform ??= GetSys<SharedTransformSystem>();
return input.Select(x => Comp<TransformComponent>(x).ParentUid);
}
[CommandImplementation("angular_velocity")]
public IEnumerable<float> AngularVelocity([PipedArgument] IEnumerable<EntityUid> input)
{
var physQuery = GetEntityQuery<PhysicsComponent>();
foreach (var ent in input)
{
if (!physQuery.TryGetComponent(ent, out var comp))
continue;
yield return comp.AngularVelocity;
}
}
}