ModernUO/Projects/UOContent/Commands/ExportCitizenNodes.cs

68 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Server;
using Server.Commands;
using Server.Items;
namespace Server.Commands
{
public static class ExportCitizenNodes
{
public static void Configure()
{
CommandSystem.Register("ExportCitizenNodes", AccessLevel.GameMaster, ExportCitizenNodes_OnCommand);
}
[Usage("ExportCitizenNodes")]
[Aliases("ExportCitizenNodes", "ECN")]
[Description("Exports all deployed CitizenNodes into a decoration .cfg file format.")]
private static void ExportCitizenNodes_OnCommand(CommandEventArgs e)
{
var mobile = e.Mobile;
var nodes = World.Items.Values
.OfType<CitizenNode>()
.Where(n => !n.Deleted && n.Map != null && n.Map != Map.Internal)
.ToList();
if (nodes.Count == 0)
{
mobile.SendMessage("No active CitizenNodes were found in the world.");
return;
}
string folderPath = Path.Combine(Core.BaseDirectory, "Data", "Decoration", "Exported");
if (!Directory.Exists(folderPath))
{
Directory.CreateDirectory(folderPath);
}
string filePath = Path.Combine(folderPath, "CitizenNodes.cfg");
using (var writer = new StreamWriter(filePath, false))
{
writer.WriteLine("# Auto-generated CitizenNode export file");
writer.WriteLine($"# Exported on {DateTime.Now:yyyy-MM-dd HH:mm:ss}");
writer.WriteLine();
// Group nodes by NodeType so the config file remains clean and organized
foreach (var group in nodes.GroupBy(n => n.NodeType))
{
int itemID = group.First().ItemID;
writer.WriteLine($"CitizenNode 0x{itemID:X} (NodeType={group.Key})");
foreach (var node in group)
{
writer.WriteLine($"{node.X} {node.Y} {node.Z}");
}
writer.WriteLine();
}
}
mobile.SendMessage($"Successfully exported {nodes.Count} CitizenNode(s) to '{filePath}'.");
}
}
}