* 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.
50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
#nullable enable
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Players;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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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.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.Observer
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{
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[AnyCommand]
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public class Ghost : IConsoleCommand
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{
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public string Command => "ghost";
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public string Description => "Give up on life and become a ghost.";
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public string Help => "ghost";
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public bool CanReturn { get; set; } = true;
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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("You have no session, you can't ghost.");
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return;
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}
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var mind = player.ContentData()?.Mind;
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if (mind == null)
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{
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shell?.WriteLine("You have no Mind, you can't ghost.");
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return;
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}
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if (!IoCManager.Resolve<IGameTicker>().OnGhostAttempt(mind, CanReturn))
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{
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shell?.WriteLine("You can't ghost right now.");
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return;
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}
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}
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}
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}
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