Reorganize commands into the Commands folder (#2679)
* Reorganize commands into the Commands folder * RIDER
This commit is contained in:
97
Content.Server/Commands/AI/FactionCommand.cs
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97
Content.Server/Commands/AI/FactionCommand.cs
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@@ -0,0 +1,97 @@
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using System;
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using System.Text;
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.AI;
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using Content.Server.GameObjects.EntitySystems.AI;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Localization;
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namespace Content.Server.Commands.AI
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{
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[AdminCommand(AdminFlags.Fun)]
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public sealed class FactionCommand : IClientCommand
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{
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public string Command => "factions";
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public string Description => "Update / list factional relationships for NPCs.";
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public string Help => "faction <source> <friendly/hostile> target\n" +
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"faction <source> list: hostile factions";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (args.Length == 0)
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{
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var result = new StringBuilder();
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foreach (Faction value in Enum.GetValues(typeof(Faction)))
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{
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if (value == Faction.None)
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continue;
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result.Append(value + "\n");
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}
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shell.SendText(player, result.ToString());
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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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shell.SendText(player, Loc.GetString("Need more args"));
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return;
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}
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if (!Enum.TryParse(args[0], true, out Faction faction))
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{
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shell.SendText(player, Loc.GetString("Invalid faction"));
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return;
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}
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Faction targetFaction;
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switch (args[1])
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{
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case "friendly":
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if (args.Length < 3)
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{
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shell.SendText(player, Loc.GetString("Need to supply a target faction"));
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return;
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}
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if (!Enum.TryParse(args[2], true, out targetFaction))
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{
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shell.SendText(player, Loc.GetString("Invalid target faction"));
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return;
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}
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EntitySystem.Get<AiFactionTagSystem>().MakeFriendly(faction, targetFaction);
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shell.SendText(player, Loc.GetString("Command successful"));
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break;
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case "hostile":
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if (args.Length < 3)
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{
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shell.SendText(player, Loc.GetString("Need to supply a target faction"));
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return;
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}
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if (!Enum.TryParse(args[2], true, out targetFaction))
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{
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shell.SendText(player, Loc.GetString("Invalid target faction"));
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return;
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}
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EntitySystem.Get<AiFactionTagSystem>().MakeHostile(faction, targetFaction);
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shell.SendText(player, Loc.GetString("Command successful"));
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break;
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case "list":
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shell.SendText(player, EntitySystem.Get<AiFactionTagSystem>().GetHostileFactions(faction).ToString());
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break;
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default:
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shell.SendText(player, Loc.GetString("Unknown faction arg"));
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break;
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}
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return;
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}
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}
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}
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