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OldThink/Content.Server/Mind/Commands/MakeSentientCommand.cs

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using Content.Server.Administration;
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using Content.Server.Mind.Components;
using Content.Server.NPC.Components;
using Content.Shared.Administration;
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using Content.Shared.Emoting;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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using Content.Shared.Examine;
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using Content.Shared.Movement.Components;
using Content.Shared.Speech;
using Robust.Shared.Console;
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namespace Content.Server.Mind.Commands
{
[AdminCommand(AdminFlags.Admin)]
public sealed 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;
}
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if (!EntityUid.TryParse(args[0], out var entId))
{
shell.WriteLine("Invalid argument.");
return;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.EntityExists(entId))
{
shell.WriteLine("Invalid entity specified!");
return;
}
MakeSentient(entId, entityManager, true, true);
}
public static void MakeSentient(EntityUid uid, IEntityManager entityManager, bool allowMovement = true, bool allowSpeech = true)
{
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entityManager.EnsureComponent<MindComponent>(uid);
if (allowMovement)
{
entityManager.EnsureComponent<InputMoverComponent>(uid);
entityManager.EnsureComponent<MobMoverComponent>(uid);
entityManager.EnsureComponent<MovementSpeedModifierComponent>(uid);
}
if (allowSpeech)
{
entityManager.EnsureComponent<SpeechComponent>(uid);
entityManager.EnsureComponent<EmotingComponent>(uid);
}
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entityManager.EnsureComponent<ExaminerComponent>(uid);
}
}
}