* ControlMob verb and command, mobs have MindComponent by default * Use IActorComponent instead of MindComponent for User entity. Fixes using Control Mob while aghosting/visiting an entity. * Use static Loc class
51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Server.Players;
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using Content.Shared.GameObjects;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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namespace Content.Server.GlobalVerbs
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{
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[GlobalVerb]
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public class ControlMobVerb : GlobalVerb
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{
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public override string GetText(IEntity user, IEntity target) => "Control Mob";
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public override bool RequireInteractionRange => false;
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public override VerbVisibility GetVisibility(IEntity user, IEntity target)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user == target) return VerbVisibility.Invisible;
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (!user.HasComponent<MindComponent>() || !target.HasComponent<MindComponent>())
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return VerbVisibility.Invisible;
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if (groupController.CanCommand(player.playerSession, "controlmob"))
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return VerbVisibility.Visible;
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}
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return VerbVisibility.Invisible;
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}
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public override void Activate(IEntity user, IEntity target)
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{
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var userMind = user.GetComponent<IActorComponent>().playerSession.ContentData().Mind;
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var targetMind = target.GetComponent<MindComponent>();
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if(userMind.IsVisitingEntity)
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userMind.UnVisit();
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targetMind.Mind?.TransferTo(null);
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userMind.TransferTo(target);
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}
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}
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}
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