Remove hardcoded ghosting from MoverSystem.

This commit is contained in:
Pieter-Jan Briers
2020-04-18 12:10:50 +02:00
parent 8076ecfc2e
commit 028ca7a732
3 changed files with 31 additions and 5 deletions

View File

@@ -3,9 +3,12 @@ using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Server.Interfaces.GameObjects.Components.Movement;
using Content.Server.Observer;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
@@ -15,7 +18,7 @@ using Robust.Shared.Serialization;
namespace Content.Server.GameObjects
{
[RegisterComponent]
public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior, IExAct
public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior, IExAct, IRelayMoveInput
{
/// <summary>
/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
@@ -198,6 +201,14 @@ namespace Content.Server.GameObjects
Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Brute, bruteDamage, null);
Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Heat, burnDamage, null);
}
void IRelayMoveInput.MoveInputPressed(IPlayerSession session)
{
if (CurrentDamageState is DeadState)
{
new Ghost().Execute(null, session, null);
}
}
}
/// <summary>

View File

@@ -186,13 +186,19 @@ namespace Content.Server.GameObjects.EntitySystems
private static void HandleDirChange(ICommonSession session, Direction dir, bool state)
{
if (!TryGetAttachedComponent(session as IPlayerSession, out IMoverComponent moverComp))
var playerSes = session as IPlayerSession;
if (!TryGetAttachedComponent(playerSes, out IMoverComponent moverComp))
return;
var owner = (session as IPlayerSession)?.AttachedEntity;
var owner = playerSes?.AttachedEntity;
if (owner != null && owner.TryGetComponent(out SpeciesComponent species) && species.CurrentDamageState is DeadState)
new Ghost().Execute(null, (IPlayerSession)session, null);
if (owner != null)
{
foreach (var comp in owner.GetAllComponents<IRelayMoveInput>())
{
comp.MoveInputPressed(playerSes);
}
}
moverComp.SetVelocityDirection(dir, state);
}

View File

@@ -0,0 +1,9 @@
using Robust.Server.Interfaces.Player;
namespace Content.Server.Interfaces.GameObjects.Components.Movement
{
public interface IRelayMoveInput
{
void MoveInputPressed(IPlayerSession session);
}
}