#nullable enable using System.Linq; using Content.Server.Administration; using Content.Shared.Administration; using Content.Shared.GameObjects.Components.Body; using Content.Shared.GameObjects.Components.Body.Part; using Robust.Server.Interfaces.Player; using Robust.Shared.Console; using Robust.Shared.Interfaces.Random; using Robust.Shared.IoC; using Robust.Shared.Random; namespace Content.Server.Commands.Body { [AdminCommand(AdminFlags.Fun)] class RemoveHandCommand : IConsoleCommand { public string Command => "removehand"; public string Description => "Removes a hand from your entity."; public string Help => $"Usage: {Command}"; public void Execute(IConsoleShell shell, string argStr, string[] args) { var player = shell.Player as IPlayerSession; if (player == null) { shell.WriteLine("Only a player can run this command."); return; } if (player.AttachedEntity == null) { shell.WriteLine("You have no entity."); return; } if (!player.AttachedEntity.TryGetComponent(out IBody? body)) { var random = IoCManager.Resolve(); var text = $"You have no body{(random.Prob(0.2f) ? " and you must scream." : ".")}"; shell.WriteLine(text); return; } var (_, hand) = body.Parts.FirstOrDefault(x => x.Value.PartType == BodyPartType.Hand); if (hand == null) { shell.WriteLine("You have no hands."); } else { body.RemovePart(hand); } } } }