* Remove unused IChatCommand. * Lots of refactoring into a shared context. * Removed ICommonSession from server concmd Execute. * Added argStr parameter to concmd execute. * The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands. * Finally move shells and commands into shared. * Console commands can now be registered directly without a class in a shared context. * Engine API Changes. * Repair rebase damage. * Update Submodule.
58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
#nullable enable
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using System.Linq;
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using Content.Server.Administration;
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using Content.Shared.Administration;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.Commands.Body
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{
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[AdminCommand(AdminFlags.Fun)]
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class RemoveHandCommand : IConsoleCommand
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{
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public string Command => "removehand";
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public string Description => "Removes a hand from your entity.";
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public string Help => $"Usage: {Command}";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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shell.WriteLine("Only a player can run this command.");
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return;
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}
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if (player.AttachedEntity == null)
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{
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shell.WriteLine("You have no entity.");
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return;
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}
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if (!player.AttachedEntity.TryGetComponent(out IBody? body))
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var text = $"You have no body{(random.Prob(0.2f) ? " and you must scream." : ".")}";
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shell.WriteLine(text);
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return;
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}
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var (_, hand) = body.Parts.FirstOrDefault(x => x.Value.PartType == BodyPartType.Hand);
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if (hand == null)
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{
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shell.WriteLine("You have no hands.");
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}
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else
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{
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body.RemovePart(hand);
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}
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}
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}
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}
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