Adds a component for ghosting on move. (#3090)
* Adds a component for ghosting on move. Adds a dummy input mover for IRelayMoveInput to work. * Add IGhostOnMove * Fix tests.
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@@ -1,7 +1,9 @@
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#nullable enable
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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.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -56,6 +58,13 @@ namespace Content.Server.GameObjects.Components.Body.Behavior
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newEntity.EnsureComponent<MindComponent>();
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var oldMind = oldEntity.EnsureComponent<MindComponent>();
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if (!newEntity.HasComponent<IGhostOnMove>())
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newEntity.AddComponent<GhostOnMoveComponent>();
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// TODO: This is an awful solution.
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if (!newEntity.HasComponent<IMoverComponent>())
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newEntity.AddComponent<SharedDummyInputMoverComponent>();
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oldMind.Mind?.TransferTo(newEntity);
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}
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}
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@@ -1,6 +1,7 @@
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#nullable enable
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using System;
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using Content.Server.Commands.Observer;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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@@ -25,7 +26,8 @@ namespace Content.Server.GameObjects.Components.Body
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[RegisterComponent]
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[ComponentReference(typeof(SharedBodyComponent))]
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[ComponentReference(typeof(IBody))]
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public class BodyComponent : SharedBodyComponent, IRelayMoveInput
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[ComponentReference(typeof(IGhostOnMove))]
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public class BodyComponent : SharedBodyComponent, IRelayMoveInput, IGhostOnMove
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{
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private Container _partContainer = default!;
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@@ -0,0 +1,41 @@
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#nullable enable
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using System;
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using Content.Server.Commands.Observer;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.Console;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Observer
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{
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[RegisterComponent]
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[ComponentReference(typeof(IGhostOnMove))]
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public class GhostOnMoveComponent : Component, IRelayMoveInput, IGhostOnMove
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{
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public override string Name => "GhostOnMove";
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public bool CanReturn { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.CanReturn, "canReturn", true);
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}
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void IRelayMoveInput.MoveInputPressed(ICommonSession session)
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{
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// Let's not ghost if our mind is visiting...
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if (Owner.HasComponent<VisitingMindComponent>()) return;
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if (!Owner.TryGetComponent(out MindComponent? mind) || !mind.HasMind || mind.Mind!.IsVisitingEntity) return;
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var host = IoCManager.Resolve<IServerConsoleHost>();
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new Ghost().Execute(new ConsoleShell(host, session), string.Empty, Array.Empty<string>());
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}
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}
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}
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@@ -0,0 +1,8 @@
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using Content.Shared.GameObjects.Components.Movement;
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namespace Content.Server.GameObjects.Components.Observer
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{
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public interface IGhostOnMove
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{
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}
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}
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@@ -0,0 +1,29 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class SharedDummyInputMoverComponent : Component, IMoverComponent
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{
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public override string Name => "DummyInputMover";
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public float CurrentWalkSpeed => 0f;
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public float CurrentSprintSpeed => 0f;
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public float CurrentPushSpeed => 0f;
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public float GrabRange => 0f;
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public bool Sprinting => false;
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public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
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public EntityCoordinates LastPosition { get; set; }
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public float StepSoundDistance { get; set; }
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
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{
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}
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public void SetSprinting(ushort subTick, bool walking)
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{
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}
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}
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}
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