using Content.Server.Administration; using Content.Server.AI.Components; using Content.Server.Mind.Components; using Content.Shared.Administration; using Content.Shared.Emoting; using Content.Shared.Examine; using Content.Shared.Movement.Components; using Content.Shared.Speech; using Robust.Shared.Console; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Timer = Robust.Shared.Timing.Timer; namespace Content.Server.Mind.Commands { [AdminCommand(AdminFlags.Fun)] public sealed class MakeSentientCommand : IConsoleCommand { public string Command => "makesentient"; public string Description => "Makes an entity sentient (able to be controlled by a player)"; public string Help => "makesentient "; public void Execute(IConsoleShell shell, string argStr, string[] args) { if (args.Length != 1) { shell.WriteLine("Wrong number of arguments."); return; } if (!EntityUid.TryParse(args[0], out var entId)) { shell.WriteLine("Invalid argument."); return; } var entityManager = IoCManager.Resolve(); if (!entityManager.EntityExists(entId)) { shell.WriteLine("Invalid entity specified!"); return; } MakeSentient(entId, entityManager); } public static void MakeSentient(EntityUid uid, IEntityManager entityManager) { if(entityManager.HasComponent(uid)) entityManager.RemoveComponent(uid); entityManager.EnsureComponent(uid); entityManager.EnsureComponent(uid); entityManager.EnsureComponent(uid); entityManager.EnsureComponent(uid); entityManager.EnsureComponent(uid); entityManager.EnsureComponent(uid); } } }