using Content.Server.Interfaces.GameTicking; using Content.Server.Players; using Robust.Server.Interfaces.Console; using Robust.Server.Interfaces.Player; using Robust.Shared.IoC; using Robust.Shared.Network; namespace Content.Server.Commands.GameTicking { class RespawnCommand : IClientCommand { public string Command => "respawn"; public string Description => "Respawns a player, kicking them back to the lobby."; public string Help => "respawn [player]"; public void Execute(IConsoleShell shell, IPlayerSession player, string[] args) { if (args.Length > 1) { shell.SendText(player, "Must provide <= 1 argument."); return; } var playerMgr = IoCManager.Resolve(); var ticker = IoCManager.Resolve(); NetUserId userId; if (args.Length == 0) { if (player == null) { shell.SendText((IPlayerSession)null, "If not a player, an argument must be given."); return; } userId = player.UserId; } else if (!playerMgr.TryGetUserId(args[0], out userId)) { shell.SendText(player, "Unknown player"); return; } if (!playerMgr.TryGetSessionById(userId, out var targetPlayer)) { if (!playerMgr.TryGetPlayerData(userId, out var data)) { shell.SendText(player, "Unknown player"); return; } data.ContentData().WipeMind(); shell.SendText(player, "Player is not currently online, but they will respawn if they come back online"); return; } ticker.Respawn(targetPlayer); } } }