Reorganize commands into the Commands folder (#2679)
* Reorganize commands into the Commands folder * RIDER
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@@ -144,50 +144,5 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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}
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public bool ProcessorTypeExists(string name) => _processorTypes.ContainsKey(name);
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[AdminCommand(AdminFlags.Fun)]
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private class AddAiCommand : IClientCommand
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{
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public string Command => "addai";
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public string Description => "Add an ai component with a given processor to an entity.";
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public string Help => "Usage: addai <processorId> <entityId>"
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+ "\n processorId: Class that inherits AiLogicProcessor and has an AiLogicProcessor attribute."
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+ "\n entityID: Uid of entity to add the AiControllerComponent to. Open its VV menu to find this.";
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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{
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if(args.Length != 2)
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{
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shell.SendText(player, "Wrong number of args.");
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return;
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}
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var processorId = args[0];
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var entId = new EntityUid(int.Parse(args[1]));
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var ent = IoCManager.Resolve<IEntityManager>().GetEntity(entId);
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var aiSystem = Get<AiSystem>();
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if (!aiSystem.ProcessorTypeExists(processorId))
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{
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shell.SendText(player, "Invalid processor type. Processor must inherit AiLogicProcessor and have an AiLogicProcessor attribute.");
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return;
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}
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if (ent.HasComponent<AiControllerComponent>())
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{
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shell.SendText(player, "Entity already has an AI component.");
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return;
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}
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if (ent.HasComponent<IMoverComponent>())
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{
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ent.RemoveComponent<IMoverComponent>();
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}
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var comp = ent.AddComponent<AiControllerComponent>();
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comp.LogicName = processorId;
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shell.SendText(player, "AI component added.");
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}
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}
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}
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}
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