using Core.Config; using GameServer.Controllers.Attributes; using GameServer.Models; using GameServer.Models.Chat; using GameServer.Network; using GameServer.Systems.Entity; namespace GameServer.Controllers.ChatCommands; [ChatCommandCategory("spawn")] internal class ChatSpawnCommandHandler { private readonly ChatRoom _helperRoom; private readonly EntitySystem _entitySystem; private readonly EntityFactory _entityFactory; private readonly PlayerSession _session; private readonly ConfigManager _configManager; private readonly CreatureController _creatureController; public ChatSpawnCommandHandler(ModelManager modelManager, EntitySystem entitySystem, EntityFactory entityFactory, PlayerSession session, ConfigManager configManager, CreatureController creatureController) { _helperRoom = modelManager.Chat.GetChatRoom(1338); _entitySystem = entitySystem; _entityFactory = entityFactory; _session = session; _configManager = configManager; _creatureController = creatureController; } [ChatCommand("monster")] [ChatCommandDesc("/spawn monster [id] [x] [y] [z] - spawns monster with specified id and coordinates")] public async Task OnSpawnMonsterCommand(string[] args) { if (args.Length != 4 || !(int.TryParse(args[0], out int levelEntityId) && float.TryParse(args[1], out float x) && float.TryParse(args[2], out float y) && float.TryParse(args[3], out float z))) { _helperRoom.AddMessage(1338, 0, "Usage: /spawn monster [id] [x] [y] [z]"); return; } MonsterEntity monster = _entityFactory.CreateMonster(levelEntityId); monster.Pos = new() { X = x * 100, Y = y * 100, Z = z * 100 }; monster.InitProps(_configManager.GetConfig(600000100)!); // TODO: monster property config _entitySystem.Add([monster]); await _creatureController.UpdateAiHate(); _helperRoom.AddMessage(1338, 0, $"Successfully spawned monster with id {levelEntityId} at ({x}, {y}, {z})"); } }