#nullable enable using System.Threading; using Content.Server.Administration; using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Movement; using Content.Shared.Administration; using Content.Shared.GameObjects.Components.Mobs.Speech; using Content.Shared.GameObjects.Components.Movement; using Robust.Shared.Console; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Timer = Robust.Shared.Timing.Timer; namespace Content.Server.Commands { [AdminCommand(AdminFlags.Fun)] public 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 (!int.TryParse(args[0], out var id)) { shell.WriteLine("Invalid argument."); return; } var entId = new EntityUid(id); var entityManager = IoCManager.Resolve(); if (!entityManager.TryGetEntity(entId, out var entity) || entity.Deleted) { shell.WriteLine("Invalid entity specified!"); return; } MakeSentient(entity); } public static void MakeSentient(IEntity entity) { if(entity.HasComponent()) entity.RemoveComponent(); // Delay spawning these components to avoid race conditions with the deferred removal of AiController. Timer.Spawn(100, () => { entity.EnsureComponent(); entity.EnsureComponent(); entity.EnsureComponent(); entity.EnsureComponent(); entity.EnsureComponent(); }); } } }