54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
using Content.Server.GameTicking;
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using Content.Server.Players;
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using Content.Shared.Administration;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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namespace Content.Server.Chat.Commands
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{
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[AnyCommand]
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internal sealed class SuicideCommand : IConsoleCommand
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{
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public string Command => "suicide";
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public string Description => Loc.GetString("suicide-command-description");
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public string Help => Loc.GetString("suicide-command-help-text");
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (shell.Player is not IPlayerSession player)
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{
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shell.WriteLine(Loc.GetString("shell-cannot-run-command-from-server"));
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return;
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}
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if (player.Status != SessionStatus.InGame || player.AttachedEntity == null)
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return;
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var mind = player.ContentData()?.Mind;
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// This check also proves mind not-null for at the end when the mob is ghosted.
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if (mind?.OwnedComponent?.Owner is not { Valid: true } victim)
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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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var gameTicker = EntitySystem.Get<GameTicker>();
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var suicideSystem = EntitySystem.Get<SuicideSystem>();
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if (suicideSystem.Suicide(victim))
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{
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// Prevent the player from returning to the body.
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// Note that mind cannot be null because otherwise victim would be null.
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gameTicker.OnGhostAttempt(mind, false);
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return;
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}
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if (gameTicker.OnGhostAttempt(mind, true))
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return;
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shell.WriteLine("You can't ghost right now.");
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}
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}
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}
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