Files
tbd-station-14/Content.Server/AI/Commands/AddAiCommand.cs
2021-06-09 22:19:39 +02:00

65 lines
2.2 KiB
C#

#nullable enable
using Content.Server.Administration;
using Content.Server.AI.Components;
using Content.Server.AI.Utility;
using Content.Server.AI.Utility.AiLogic;
using Content.Shared.Administration;
using Content.Shared.Movement.Components;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.AI.Commands
{
[AdminCommand(AdminFlags.Fun)]
public class AddAiCommand : IConsoleCommand
{
public string Command => "addai";
public string Description => "Add an ai component with a given processor to an entity.";
public string Help => "Usage: addai <entityId> <behaviorSet1> <behaviorSet2>..."
+ "\n entityID: Uid of entity to add the AiControllerComponent to. Open its VV menu to find this."
+ "\n behaviorSet: Name of a behaviorset to add to the component on initialize.";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if(args.Length < 1)
{
shell.WriteLine("Wrong number of args.");
return;
}
var entId = new EntityUid(int.Parse(args[0]));
if (!IoCManager.Resolve<IEntityManager>().TryGetEntity(entId, out var ent))
{
shell.WriteLine($"Unable to find entity with uid {entId}");
return;
}
if (ent.HasComponent<AiControllerComponent>())
{
shell.WriteLine("Entity already has an AI component.");
return;
}
// TODO: IMover refffaaccctttooorrr
if (ent.HasComponent<IMoverComponent>())
{
ent.RemoveComponent<IMoverComponent>();
}
var comp = ent.AddComponent<UtilityAi>();
var behaviorManager = IoCManager.Resolve<INpcBehaviorManager>();
for (var i = 1; i < args.Length; i++)
{
var bSet = args[i];
behaviorManager.AddBehaviorSet(comp, bSet, false);
}
behaviorManager.RebuildActions(comp);
shell.WriteLine("AI component added.");
}
}
}