* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
82 lines
2.6 KiB
C#
82 lines
2.6 KiB
C#
#nullable enable
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using System.Linq;
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using System.Text;
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Mobs.Speech;
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using Content.Shared.Administration;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.Speech
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{
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[AdminCommand(AdminFlags.Fun)]
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public class AddAccent : IConsoleCommand
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{
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public string Command => "addaccent";
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public string Description => "Add a speech component to the current player";
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public string Help => $"{Command} <component>/?";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player?.AttachedEntity == null)
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{
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shell.WriteLine("You don't have an entity!");
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return;
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}
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if (args.Length == 0)
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{
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shell.WriteLine(Help);
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return;
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}
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var compFactory = IoCManager.Resolve<IComponentFactory>();
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if (args[0] == "?")
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{
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// Get all components that implement the ISpeechComponent except
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var speeches = compFactory.GetAllRefTypes()
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.Where(c => typeof(IAccentComponent).IsAssignableFrom(c) && c.IsClass);
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var msg = new StringBuilder();
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foreach(var s in speeches)
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{
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msg.Append($"{compFactory.GetRegistration(s).Name}\n");
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}
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shell.WriteLine(msg.ToString());
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}
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else
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{
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var name = args[0];
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// Try to get the Component
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if (!compFactory.TryGetRegistration(name, out var registration, true))
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{
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shell.WriteLine($"Accent {name} not found. Try {Command} ? to get a list of all applicable accents.");
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return;
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}
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var type = registration.Type;
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// Check if that already exists
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if (player.AttachedEntity.HasComponent(type))
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{
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shell.WriteLine("You already have this accent!");
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return;
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}
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// Generic fuckery
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var ensure = typeof(IEntity).GetMethod("AddComponent");
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if (ensure == null)
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return;
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var method = ensure.MakeGenericMethod(type);
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method.Invoke(player.AttachedEntity, null);
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}
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}
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}
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}
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