* 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.
51 lines
1.4 KiB
C#
51 lines
1.4 KiB
C#
#nullable enable
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using Content.Server.Administration;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Players;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.Chat
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{
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[AnyCommand]
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internal class MeCommand : IConsoleCommand
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{
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public string Command => "me";
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public string Description => "Perform an action.";
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public string Help => "me <text>";
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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("This command cannot be run from the server.");
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return;
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}
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if (player.Status != SessionStatus.InGame || !player.AttachedEntityUid.HasValue)
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return;
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if (args.Length < 1)
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return;
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var action = string.Join(" ", args).Trim();
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if (string.IsNullOrEmpty(action))
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var mindComponent = player.ContentData()?.Mind;
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if (mindComponent == null)
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{
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shell.WriteLine("You don't have a mind!");
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return;
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}
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chat.EntityMe(mindComponent.OwnedEntity, action);
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}
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}
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}
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