# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
124 lines
4.7 KiB
C#
124 lines
4.7 KiB
C#
using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.Ghost;
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using Content.Server.Mind;
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using Content.Shared.Administration;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Map;
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namespace Content.Server.Administration.Commands;
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[AdminCommand(AdminFlags.Admin)]
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public sealed class AGhost : LocalizedCommands
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{
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[Dependency] private readonly IEntityManager _entities = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override string Command => "aghost";
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public override string Description => LocalizationManager.GetString("aghost-description");
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public override string Help => "aghost";
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public override CompletionResult GetCompletion(IConsoleShell shell, string[] args)
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{
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if (args.Length == 1)
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{
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var names = _playerManager.Sessions.OrderBy(c => c.Name).Select(c => c.Name).ToArray();
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return CompletionResult.FromHintOptions(names, LocalizationManager.GetString("shell-argument-username-optional-hint"));
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}
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return CompletionResult.Empty;
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}
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public override void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length > 1)
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{
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shell.WriteError(LocalizationManager.GetString("shell-wrong-arguments-number"));
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return;
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}
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var player = shell.Player;
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var self = player != null;
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if (player == null)
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{
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// If you are not a player, you require a player argument.
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if (args.Length == 0)
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{
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shell.WriteError(LocalizationManager.GetString("shell-need-exactly-one-argument"));
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return;
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}
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var didFind = _playerManager.TryGetSessionByUsername(args[0], out player);
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if (!didFind)
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{
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shell.WriteError(LocalizationManager.GetString("shell-target-player-does-not-exist"));
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return;
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}
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}
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// If you are a player and a username is provided, a lookup is done to find the target player.
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if (args.Length == 1)
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{
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var didFind = _playerManager.TryGetSessionByUsername(args[0], out player);
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if (!didFind)
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{
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shell.WriteError(LocalizationManager.GetString("shell-target-player-does-not-exist"));
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return;
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}
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}
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var mindSystem = _entities.System<SharedMindSystem>();
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var metaDataSystem = _entities.System<MetaDataSystem>();
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var ghostSystem = _entities.System<SharedGhostSystem>();
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var transformSystem = _entities.System<TransformSystem>();
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var gameTicker = _entities.System<GameTicker>();
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if (!mindSystem.TryGetMind(player, out var mindId, out var mind))
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{
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shell.WriteError(self
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? LocalizationManager.GetString("aghost-no-mind-self")
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: LocalizationManager.GetString("aghost-no-mind-other"));
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return;
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}
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if (mind.VisitingEntity != default && _entities.TryGetComponent<GhostComponent>(mind.VisitingEntity, out var oldGhostComponent))
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{
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mindSystem.UnVisit(mindId, mind);
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// If already an admin ghost, then return to body.
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if (oldGhostComponent.CanGhostInteract)
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return;
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}
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var canReturn = mind.CurrentEntity != null
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&& !_entities.HasComponent<GhostComponent>(mind.CurrentEntity);
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var coordinates = player!.AttachedEntity != null
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? _entities.GetComponent<TransformComponent>(player.AttachedEntity.Value).Coordinates
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: gameTicker.GetObserverSpawnPoint();
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var ghost = _entities.SpawnEntity(GameTicker.AdminObserverPrototypeName, coordinates);
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transformSystem.AttachToGridOrMap(ghost, _entities.GetComponent<TransformComponent>(ghost));
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if (canReturn)
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{
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// TODO: Remove duplication between all this and "GamePreset.OnGhostAttempt()"...
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if (!string.IsNullOrWhiteSpace(mind.CharacterName))
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metaDataSystem.SetEntityName(ghost, mind.CharacterName);
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else if (!string.IsNullOrWhiteSpace(mind.Session?.Name))
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metaDataSystem.SetEntityName(ghost, mind.Session.Name);
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mindSystem.Visit(mindId, ghost, mind);
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}
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else
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{
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metaDataSystem.SetEntityName(ghost, player.Name);
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mindSystem.TransferTo(mindId, ghost, mind: mind);
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}
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var comp = _entities.GetComponent<GhostComponent>(ghost);
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ghostSystem.SetCanReturnToBody(comp, canReturn);
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}
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}
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