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crystall-punk-14/Content.Server/Commands/MakeSentientCommand.cs

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#nullable enable
using System.Threading;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Administration;
using Content.Shared.GameObjects.Components.Mobs.Speech;
Physics (#3452) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Timer = Robust.Shared.Timing.Timer;
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;
}
MakeSentient(entity);
}
public static void MakeSentient(IEntity entity)
{
if(entity.HasComponent<AiControllerComponent>())
entity.RemoveComponent<AiControllerComponent>();
// Delay spawning these components to avoid race conditions with the deferred removal of AiController.
Timer.Spawn(100, () =>
{
entity.EnsureComponent<MindComponent>();
Physics (#3452) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
entity.EnsureComponent<SharedPlayerInputMoverComponent>();
entity.EnsureComponent<SharedPlayerMobMoverComponent>();
entity.EnsureComponent<SharedSpeechComponent>();
entity.EnsureComponent<SharedEmotingComponent>();
});
}
}
}