Merge branch '20-10-30-admins' into 20-11-13-merges

This commit is contained in:
Pieter-Jan Briers
2020-11-13 01:29:08 +01:00
91 changed files with 6248 additions and 325 deletions

View File

@@ -1,7 +1,9 @@
using System;
using System.Collections.Generic;
using System.Text;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.AI;
using Content.Shared.Administration;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects.Systems;
@@ -19,12 +21,12 @@ namespace Content.Server.GameObjects.EntitySystems.AI
* Currently factions are implicitly friendly if they are not hostile.
* This may change where specified friendly factions are listed. (e.g. to get number of friendlies in area).
*/
public Faction GetHostileFactions(Faction faction) => _hostileFactions.TryGetValue(faction, out var hostiles) ? hostiles : Faction.None;
private Dictionary<Faction, Faction> _hostileFactions = new Dictionary<Faction, Faction>
{
{Faction.NanoTransen,
{Faction.NanoTransen,
Faction.SimpleHostile | Faction.Syndicate | Faction.Xeno},
{Faction.SimpleHostile,
Faction.NanoTransen | Faction.Syndicate
@@ -35,11 +37,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI
},
{Faction.Syndicate,
Faction.NanoTransen | Faction.SimpleHostile | Faction.Xeno},
{Faction.Xeno,
{Faction.Xeno,
Faction.NanoTransen | Faction.Syndicate},
};
public Faction GetFactions(IEntity entity) =>
public Faction GetFactions(IEntity entity) =>
entity.TryGetComponent(out AiFactionTagComponent factionTags)
? factionTags.Factions
: Faction.None;
@@ -76,7 +78,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
hostileFactions &= ~target;
_hostileFactions[source] = hostileFactions;
}
public void MakeHostile(Faction source, Faction target)
{
if (!_hostileFactions.TryGetValue(source, out var hostileFactions))
@@ -89,12 +91,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI
_hostileFactions[source] = hostileFactions;
}
}
[AdminCommand(AdminFlags.Fun)]
public sealed class FactionCommand : IClientCommand
{
public string Command => "factions";
public string Description => "Update / list factional relationships for NPCs.";
public string Help => "faction <source> <friendly/hostile> target\n" +
public string Help => "faction <source> <friendly/hostile> target\n" +
"faction <source> list: hostile factions";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
@@ -108,11 +111,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI
continue;
result.Append(value + "\n");
}
shell.SendText(player, result.ToString());
return;
}
if (args.Length < 2)
{
shell.SendText(player, Loc.GetString("Need more args"));
@@ -141,7 +144,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
shell.SendText(player, Loc.GetString("Invalid target faction"));
return;
}
EntitySystem.Get<AiFactionTagSystem>().MakeFriendly(faction, targetFaction);
shell.SendText(player, Loc.GetString("Command successful"));
break;
@@ -157,7 +160,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
shell.SendText(player, Loc.GetString("Invalid target faction"));
return;
}
EntitySystem.Get<AiFactionTagSystem>().MakeHostile(faction, targetFaction);
shell.SendText(player, Loc.GetString("Command successful"));
break;
@@ -172,4 +175,4 @@ namespace Content.Server.GameObjects.EntitySystems.AI
return;
}
}
}
}

View File

@@ -1,9 +1,10 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared;
using Content.Shared.Administration;
using Content.Shared.GameObjects.Components.Movement;
using JetBrains.Annotations;
using Robust.Server.AI;
@@ -145,6 +146,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
public bool ProcessorTypeExists(string name) => _processorTypes.ContainsKey(name);
[AdminCommand(AdminFlags.Fun)]
private class AddAiCommand : IClientCommand
{
public string Command => "addai";

View File

@@ -1,6 +1,8 @@
using System.Collections.Generic;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.MachineLinking;
using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.Administration;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
@@ -98,6 +100,7 @@ namespace Content.Server.GameObjects.EntitySystems
}
[AdminCommand(AdminFlags.Debug)]
public class SignalLinkerCommand : IClientCommand
{
public string Command => "signallink";