using Content.Server.GameTicking; using Content.Shared.Administration; using Content.Shared.Mind; using Robust.Server.Player; using Robust.Shared.Console; using Robust.Shared.Enums; namespace Content.Server.Chat.Commands { [AnyCommand] internal sealed class SuicideCommand : IConsoleCommand { public string Command => "suicide"; public string Description => Loc.GetString("suicide-command-description"); public string Help => Loc.GetString("suicide-command-help-text"); public void Execute(IConsoleShell shell, string argStr, string[] args) { if (shell.Player is not IPlayerSession player) { shell.WriteLine(Loc.GetString("shell-cannot-run-command-from-server")); return; } if (player.Status != SessionStatus.InGame || player.AttachedEntity == null) return; var minds = IoCManager.Resolve().System(); // This check also proves mind not-null for at the end when the mob is ghosted. if (!minds.TryGetMind(player, out var mindId, out var mind) || mind.OwnedEntity is not { Valid: true } victim) { shell.WriteLine("You don't have a mind!"); return; } var gameTicker = EntitySystem.Get(); var suicideSystem = EntitySystem.Get(); if (suicideSystem.Suicide(victim)) { // Prevent the player from returning to the body. // Note that mind cannot be null because otherwise victim would be null. gameTicker.OnGhostAttempt(mindId, false, mind: mind); return; } if (gameTicker.OnGhostAttempt(mindId, true, mind: mind)) return; shell.WriteLine("You can't ghost right now."); } } }