* GamePreset: Add a hook to catch all player spawns for modification. Unless someone makes the entire job system unpluggable, this is what you get... * GamePreset: Is now in control of voluntary ghosting * Clean up ghost code to only rely on a player's Mind
49 lines
1.6 KiB
C#
49 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.Console;
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using Robust.Server.Interfaces.Player;
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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 : IClientCommand
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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, IPlayerSession? player, string[] args)
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{
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if (player == null)
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{
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shell?.SendText(player, "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?.SendText(player, "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?.SendText(player, "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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