* 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.
57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
#nullable enable
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Mobs.Speech;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.Administration;
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using Content.Shared.GameObjects.Components.Mobs.Speech;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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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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namespace Content.Server.Commands
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{
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[AdminCommand(AdminFlags.Fun)]
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public class MakeSentientCommand : IConsoleCommand
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{
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public string Command => "makesentient";
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public string Description => "Makes an entity sentient (able to be controlled by a player)";
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public string Help => "makesentient <entity id>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length != 1)
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{
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shell.WriteLine("Wrong number of arguments.");
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return;
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}
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if (!int.TryParse(args[0], out var id))
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{
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shell.WriteLine("Invalid argument.");
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return;
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}
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var entId = new EntityUid(id);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(entId, out var entity) || entity.Deleted)
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{
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shell.WriteLine("Invalid entity specified!");
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return;
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}
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if(entity.HasComponent<AiControllerComponent>())
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entity.RemoveComponent<AiControllerComponent>();
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entity.EnsureComponent<MindComponent>();
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entity.EnsureComponent<PlayerInputMoverComponent>();
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entity.EnsureComponent<SharedSpeechComponent>();
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entity.EnsureComponent<SharedEmotingComponent>();
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}
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}
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}
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