Remove IRelayMoveInput (#4663)

* Remove IRelayMoveInput

This interface gets called every time a movement key is pressed so it gets called a lot.

* Remove RelayMovementEntityMessage

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-09-20 19:06:48 +10:00
committed by GitHub
parent fcc1217e5d
commit 578ed16b8f
16 changed files with 179 additions and 174 deletions

View File

@@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameTicking;
using Content.Server.Ghost.Components;
using Content.Server.Mind.Components;
using Content.Server.Players;
@@ -7,6 +8,7 @@ using Content.Server.Visible;
using Content.Server.Warps;
using Content.Shared.Examine;
using Content.Shared.Ghost;
using Content.Shared.Movement.EntitySystems;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.Player;
@@ -23,6 +25,7 @@ namespace Content.Server.Ghost
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly GameTicker _ticker = default!;
public override void Initialize()
{
@@ -36,12 +39,23 @@ namespace Content.Server.Ghost
SubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
SubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
SubscribeLocalEvent<GhostOnMoveComponent, RelayMoveInputEvent>(OnRelayMoveInput);
SubscribeNetworkEvent<GhostWarpsRequestEvent>(OnGhostWarpsRequest);
SubscribeNetworkEvent<GhostReturnToBodyRequest>(OnGhostReturnToBodyRequest);
SubscribeNetworkEvent<GhostWarpToLocationRequestEvent>(OnGhostWarpToLocationRequest);
SubscribeNetworkEvent<GhostWarpToTargetRequestEvent>(OnGhostWarpToTargetRequest);
}
private void OnRelayMoveInput(EntityUid uid, GhostOnMoveComponent component, RelayMoveInputEvent args)
{
// Let's not ghost if our mind is visiting...
if (ComponentManager.HasComponent<VisitingMindComponent>(uid)) return;
if (!ComponentManager.TryGetComponent<MindComponent>(uid, out var mind) || !mind.HasMind || mind.Mind!.IsVisitingEntity) return;
_ticker.OnGhostAttempt(mind.Mind!, component.CanReturn);
}
private void OnGhostStartup(EntityUid uid, GhostComponent component, ComponentStartup args)
{
// Allow this entity to be seen by other ghosts.