Re-organize all projects (#4166)
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64
Content.Server/AI/Commands/AddAiCommand.cs
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64
Content.Server/AI/Commands/AddAiCommand.cs
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#nullable enable
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using Content.Server.Administration;
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using Content.Server.AI.Components;
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using Content.Server.AI.Utility;
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using Content.Server.AI.Utility.AiLogic;
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using Content.Shared.Administration;
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using Content.Shared.Movement.Components;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Commands
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{
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[AdminCommand(AdminFlags.Fun)]
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public class AddAiCommand : IConsoleCommand
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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 <entityId> <behaviorSet1> <behaviorSet2>..."
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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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+ "\n behaviorSet: Name of a behaviorset to add to the component on initialize.";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if(args.Length < 1)
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{
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shell.WriteLine("Wrong number of args.");
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return;
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}
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var entId = new EntityUid(int.Parse(args[0]));
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if (!IoCManager.Resolve<IEntityManager>().TryGetEntity(entId, out var ent))
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{
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shell.WriteLine($"Unable to find entity with uid {entId}");
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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.WriteLine("Entity already has an AI component.");
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return;
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}
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// TODO: IMover refffaaccctttooorrr
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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<UtilityAi>();
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var behaviorManager = IoCManager.Resolve<INpcBehaviorManager>();
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for (var i = 1; i < args.Length; i++)
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{
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var bSet = args[i];
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behaviorManager.AddBehaviorSet(comp, bSet, false);
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}
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behaviorManager.RebuildActions(comp);
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shell.WriteLine("AI component added.");
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}
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}
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}
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