Files
tbd-station-14/Content.Server/Commands/MakeSentientCommand.cs
Vera Aguilera Puerto 63e1252539 Speech and Emoting components (#3075)
* Add Speech and Emoting components.

* makesentient gives you speech and emoting abilities.

* Ghosts do *not* need a SpeechComponent.

* I hate you all, and I hate shared code as well.
2021-02-05 17:01:54 +01:00

57 lines
1.9 KiB
C#

#nullable enable
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Mobs.Speech;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Administration;
using Content.Shared.GameObjects.Components.Mobs.Speech;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
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 <entity id>";
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<IEntityManager>();
if (!entityManager.TryGetEntity(entId, out var entity) || entity.Deleted)
{
shell.WriteLine("Invalid entity specified!");
return;
}
if(entity.HasComponent<AiControllerComponent>())
entity.RemoveComponent<AiControllerComponent>();
entity.EnsureComponent<MindComponent>();
entity.EnsureComponent<PlayerInputMoverComponent>();
entity.EnsureComponent<SharedSpeechComponent>();
entity.EnsureComponent<SharedEmotingComponent>();
}
}
}