Files
tbd-station-14/Content.Server/Commands/Speech/AddAccent.cs
Acruid 8b5d66050a Console Unify API Changes (#3059)
* Remove unused IChatCommand.

* Lots of refactoring into a shared context.

* Removed ICommonSession from server concmd Execute.

* Added argStr parameter to concmd execute.

* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.

* Finally move shells and commands into shared.

* Console commands can now be registered directly without a class in a shared context.

* Engine API Changes.

* Repair rebase damage.

* Update Submodule.
2021-02-01 16:49:43 -08:00

88 lines
2.8 KiB
C#

#nullable enable
using System;
using System.Linq;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Mobs.Speech;
using Content.Shared.Administration;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Console;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Commands.Speech
{
[AdminCommand(AdminFlags.Fun)]
public class AddAccent : IConsoleCommand
{
public string Command => "addaccent";
public string Description => "Add a speech component to the current player";
public string Help => $"{Command} <component>/?";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player as IPlayerSession;
if (player?.AttachedEntity == null)
{
shell.WriteLine("You don't have an entity!");
return;
}
if (args.Length == 0)
{
shell.WriteLine(Help);
return;
}
var compFactory = IoCManager.Resolve<IComponentFactory>();
if (args[0] == "?")
{
// Get all components that implement the ISpeechComponent except
var speeches = compFactory.GetAllRefTypes()
.Where(c => typeof(IAccentComponent).IsAssignableFrom(c) && c.IsClass);
var msg = "";
foreach(var s in speeches)
{
msg += $"{compFactory.GetRegistration(s).Name}\n";
}
shell.WriteLine(msg);
}
else
{
var name = args[0];
// Try to get the Component
Type type;
try
{
var comp = compFactory.GetComponent(name);
type = comp.GetType();
}
catch (Exception)
{
shell.WriteLine($"Accent {name} not found. Try {Command} ? to get a list of all appliable accents.");
return;
}
// Check if that already exists
try
{
var comp = player.AttachedEntity.GetComponent(type);
shell.WriteLine("You already have this accent!");
return;
}
catch (Exception)
{
// Accent not found
}
// Generic fuckery
var ensure = typeof(IEntity).GetMethod("AddComponent");
if (ensure == null)
return;
var method = ensure.MakeGenericMethod(type);
method.Invoke(player.AttachedEntity, null);
}
}
}
}