Adds verb and command to make any entity "sentient" (player-controllable) (#2970)

* Adds verb and command to make any entity "sentient" (player-controllable)

* oops
This commit is contained in:
Vera Aguilera Puerto
2021-01-10 20:07:54 +01:00
committed by GitHub
parent 5ec8e81ddb
commit ad5192695f
2 changed files with 101 additions and 0 deletions

View File

@@ -0,0 +1,52 @@
#nullable enable
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Administration;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Commands
{
[AdminCommand(AdminFlags.Fun)]
public class MakeSentientCommand : IClientCommand
{
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, IPlayerSession? player, string[] args)
{
if (args.Length != 1)
{
shell.SendText(player, "Wrong number of arguments.");
return;
}
if (!int.TryParse(args[0], out var id))
{
shell.SendText(player, "Invalid argument.");
return;
}
var entId = new EntityUid(id);
var entityManager = IoCManager.Resolve<IEntityManager>();
if (!entityManager.TryGetEntity(entId, out var entity) || entity.Deleted)
{
shell.SendText(player, "Invalid entity specified!");
return;
}
if(entity.HasComponent<AiControllerComponent>())
entity.RemoveComponent<AiControllerComponent>();
entity.EnsureComponent<MindComponent>();
entity.EnsureComponent<PlayerInputMoverComponent>();
}
}
}

View File

@@ -0,0 +1,49 @@
using Content.Server.Commands;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Verbs;
using Robust.Server.Console;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.GlobalVerbs
{
[GlobalVerb]
public class MakeSentientVerb : GlobalVerb
{
public override bool RequireInteractionRange => false;
public override bool BlockedByContainers => false;
public override void GetData(IEntity user, IEntity target, VerbData data)
{
data.Visibility = VerbVisibility.Invisible;
var groupController = IoCManager.Resolve<IConGroupController>();
if (user == target || target.HasComponent<MindComponent>())
return;
var player = user.GetComponent<IActorComponent>().playerSession;
if (groupController.CanCommand(player, "makesentient"))
{
data.Visibility = VerbVisibility.Visible;
data.Text = Loc.GetString("Make Sentient");
data.CategoryData = VerbCategories.Debug;
}
}
public override void Activate(IEntity user, IEntity target)
{
var groupController = IoCManager.Resolve<IConGroupController>();
var player = user.GetComponent<IActorComponent>().playerSession;
if (!groupController.CanCommand(player, "makesentient"))
return;
new MakeSentientCommand().Execute(IoCManager.Resolve<IConsoleShell>(), player,
new[] {target.Uid.ToString()});
}
}
}