Re-organize all projects (#4166)
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66
Content.Server/Mind/Commands/MakeSentientCommand.cs
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66
Content.Server/Mind/Commands/MakeSentientCommand.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.Mind.Components;
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using Content.Shared.Administration;
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using Content.Shared.Emoting;
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using Content.Shared.Movement.Components;
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using Content.Shared.Speech;
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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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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.Mind.Commands
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{
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[AdminCommand(AdminFlags.Fun)]
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public class MakeSentientCommand : IConsoleCommand
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{
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public string Command => "makesentient";
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public string Description => "Makes an entity sentient (able to be controlled by a player)";
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public string Help => "makesentient <entity id>";
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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 arguments.");
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return;
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}
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if (!int.TryParse(args[0], out var id))
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{
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shell.WriteLine("Invalid argument.");
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return;
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}
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var entId = new EntityUid(id);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(entId, out var entity) || entity.Deleted)
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{
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shell.WriteLine("Invalid entity specified!");
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return;
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}
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MakeSentient(entity);
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}
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public static void MakeSentient(IEntity entity)
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{
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if(entity.HasComponent<AiControllerComponent>())
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entity.RemoveComponent<AiControllerComponent>();
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// Delay spawning these components to avoid race conditions with the deferred removal of AiController.
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Timer.Spawn(100, () =>
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{
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entity.EnsureComponent<MindComponent>();
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entity.EnsureComponent<SharedPlayerInputMoverComponent>();
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entity.EnsureComponent<SharedPlayerMobMoverComponent>();
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entity.EnsureComponent<SharedSpeechComponent>();
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entity.EnsureComponent<SharedEmotingComponent>();
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});
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}
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}
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}
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