using Content.Shared.Mind; using Content.Shared.Players; using Robust.Server.Player; using Robust.Shared.Console; using Robust.Shared.Network; namespace Content.Server.GameTicking.Commands { sealed class RespawnCommand : IConsoleCommand { 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, string argStr, string[] args) { var player = shell.Player as IPlayerSession; if (args.Length > 1) { shell.WriteLine("Must provide <= 1 argument."); return; } var playerMgr = IoCManager.Resolve(); var sysMan = IoCManager.Resolve(); var ticker = sysMan.GetEntitySystem(); var mind = sysMan.GetEntitySystem(); NetUserId userId; if (args.Length == 0) { if (player == null) { shell.WriteLine("If not a player, an argument must be given."); return; } userId = player.UserId; } else if (!playerMgr.TryGetUserId(args[0], out userId)) { shell.WriteLine("Unknown player"); return; } if (!playerMgr.TryGetSessionById(userId, out var targetPlayer)) { if (!playerMgr.TryGetPlayerData(userId, out var data)) { shell.WriteLine("Unknown player"); return; } mind.WipeMind(data.ContentData()?.Mind); shell.WriteLine("Player is not currently online, but they will respawn if they come back online"); return; } ticker.Respawn(targetPlayer); } } }