Reorganize commands into the Commands folder (#2679)
* Reorganize commands into the Commands folder * RIDER
This commit is contained in:
@@ -1,14 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.AI;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Server.GameObjects.EntitySystems.AI
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{
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@@ -91,88 +84,4 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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_hostileFactions[source] = hostileFactions;
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}
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}
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[AdminCommand(AdminFlags.Fun)]
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public sealed class FactionCommand : IClientCommand
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{
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public string Command => "factions";
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public string Description => "Update / list factional relationships for NPCs.";
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public string Help => "faction <source> <friendly/hostile> target\n" +
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"faction <source> list: hostile factions";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (args.Length == 0)
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{
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var result = new StringBuilder();
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foreach (Faction value in Enum.GetValues(typeof(Faction)))
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{
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if (value == Faction.None)
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continue;
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result.Append(value + "\n");
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}
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shell.SendText(player, result.ToString());
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return;
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}
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if (args.Length < 2)
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{
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shell.SendText(player, Loc.GetString("Need more args"));
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return;
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}
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if (!Enum.TryParse(args[0], true, out Faction faction))
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{
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shell.SendText(player, Loc.GetString("Invalid faction"));
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return;
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}
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Faction targetFaction;
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switch (args[1])
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{
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case "friendly":
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if (args.Length < 3)
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{
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shell.SendText(player, Loc.GetString("Need to supply a target faction"));
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return;
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}
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if (!Enum.TryParse(args[2], true, out targetFaction))
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{
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shell.SendText(player, Loc.GetString("Invalid target faction"));
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return;
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}
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EntitySystem.Get<AiFactionTagSystem>().MakeFriendly(faction, targetFaction);
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shell.SendText(player, Loc.GetString("Command successful"));
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break;
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case "hostile":
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if (args.Length < 3)
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{
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shell.SendText(player, Loc.GetString("Need to supply a target faction"));
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return;
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}
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if (!Enum.TryParse(args[2], true, out targetFaction))
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{
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shell.SendText(player, Loc.GetString("Invalid target faction"));
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return;
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}
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EntitySystem.Get<AiFactionTagSystem>().MakeHostile(faction, targetFaction);
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shell.SendText(player, Loc.GetString("Command successful"));
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break;
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case "list":
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shell.SendText(player, EntitySystem.Get<AiFactionTagSystem>().GetHostileFactions(faction).ToString());
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break;
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default:
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shell.SendText(player, Loc.GetString("Unknown faction arg"));
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break;
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}
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return;
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}
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}
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}
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@@ -144,50 +144,5 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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}
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public bool ProcessorTypeExists(string name) => _processorTypes.ContainsKey(name);
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[AdminCommand(AdminFlags.Fun)]
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private class AddAiCommand : IClientCommand
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{
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public string Command => "addai";
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public string Description => "Add an ai component with a given processor to an entity.";
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public string Help => "Usage: addai <processorId> <entityId>"
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+ "\n processorId: Class that inherits AiLogicProcessor and has an AiLogicProcessor attribute."
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+ "\n entityID: Uid of entity to add the AiControllerComponent to. Open its VV menu to find this.";
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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{
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if(args.Length != 2)
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{
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shell.SendText(player, "Wrong number of args.");
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return;
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}
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var processorId = args[0];
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var entId = new EntityUid(int.Parse(args[1]));
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var ent = IoCManager.Resolve<IEntityManager>().GetEntity(entId);
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var aiSystem = Get<AiSystem>();
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if (!aiSystem.ProcessorTypeExists(processorId))
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{
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shell.SendText(player, "Invalid processor type. Processor must inherit AiLogicProcessor and have an AiLogicProcessor attribute.");
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return;
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}
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if (ent.HasComponent<AiControllerComponent>())
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{
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shell.SendText(player, "Entity already has an AI component.");
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return;
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}
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if (ent.HasComponent<IMoverComponent>())
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{
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ent.RemoveComponent<IMoverComponent>();
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}
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var comp = ent.AddComponent<AiControllerComponent>();
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comp.LogicName = processorId;
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shell.SendText(player, "AI component added.");
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}
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}
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}
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}
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@@ -1,16 +1,10 @@
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using System.Collections.Generic;
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.MachineLinking;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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@@ -99,43 +93,4 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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}
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[AdminCommand(AdminFlags.Debug)]
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public class SignalLinkerCommand : IClientCommand
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{
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public string Command => "signallink";
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public string Description => "Turns on signal linker mode. Click a transmitter to tune that signal and then click on each receiver to tune them to the transmitter signal.";
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public string Help => "signallink (on/off)";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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bool? enable = null;
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if (args.Length > 0)
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{
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if (args[0] == "on")
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enable = true;
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else if (args[0] == "off")
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enable = false;
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else if (bool.TryParse(args[0], out var boolean))
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enable = boolean;
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else if (int.TryParse(args[0], out var num))
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{
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if (num == 1)
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enable = true;
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else if (num == 0)
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enable = false;
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}
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}
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if (!IoCManager.Resolve<IEntitySystemManager>().TryGetEntitySystem<SignalLinkerSystem>(out var system))
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{
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return;
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}
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var ret = system.SignalLinkerKeybind(player.UserId, enable);
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shell.SendText(player, ret ? "Enabled" : "Disabled");
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}
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}
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}
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