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.
This commit is contained in:
Vera Aguilera Puerto
2021-02-05 17:02:20 +01:00
committed by GitHub
parent 63e1252539
commit 9884b14e8d
5 changed files with 90 additions and 1 deletions

View File

@@ -1,7 +1,9 @@
#nullable enable
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Observer;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
@@ -56,6 +58,13 @@ namespace Content.Server.GameObjects.Components.Body.Behavior
newEntity.EnsureComponent<MindComponent>();
var oldMind = oldEntity.EnsureComponent<MindComponent>();
if (!newEntity.HasComponent<IGhostOnMove>())
newEntity.AddComponent<GhostOnMoveComponent>();
// TODO: This is an awful solution.
if (!newEntity.HasComponent<IMoverComponent>())
newEntity.AddComponent<SharedDummyInputMoverComponent>();
oldMind.Mind?.TransferTo(newEntity);
}
}

View File

@@ -1,6 +1,7 @@
#nullable enable
using System;
using Content.Server.Commands.Observer;
using Content.Server.GameObjects.Components.Observer;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Body.Part;
@@ -25,7 +26,8 @@ namespace Content.Server.GameObjects.Components.Body
[RegisterComponent]
[ComponentReference(typeof(SharedBodyComponent))]
[ComponentReference(typeof(IBody))]
public class BodyComponent : SharedBodyComponent, IRelayMoveInput
[ComponentReference(typeof(IGhostOnMove))]
public class BodyComponent : SharedBodyComponent, IRelayMoveInput, IGhostOnMove
{
private Container _partContainer = default!;

View File

@@ -0,0 +1,41 @@
#nullable enable
using System;
using Content.Server.Commands.Observer;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.Console;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Observer
{
[RegisterComponent]
[ComponentReference(typeof(IGhostOnMove))]
public class GhostOnMoveComponent : Component, IRelayMoveInput, IGhostOnMove
{
public override string Name => "GhostOnMove";
public bool CanReturn { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.CanReturn, "canReturn", true);
}
void IRelayMoveInput.MoveInputPressed(ICommonSession session)
{
// Let's not ghost if our mind is visiting...
if (Owner.HasComponent<VisitingMindComponent>()) return;
if (!Owner.TryGetComponent(out MindComponent? mind) || !mind.HasMind || mind.Mind!.IsVisitingEntity) return;
var host = IoCManager.Resolve<IServerConsoleHost>();
new Ghost().Execute(new ConsoleShell(host, session), string.Empty, Array.Empty<string>());
}
}
}

View File

@@ -0,0 +1,8 @@
using Content.Shared.GameObjects.Components.Movement;
namespace Content.Server.GameObjects.Components.Observer
{
public interface IGhostOnMove
{
}
}

View File

@@ -0,0 +1,29 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Shared.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public class SharedDummyInputMoverComponent : Component, IMoverComponent
{
public override string Name => "DummyInputMover";
public float CurrentWalkSpeed => 0f;
public float CurrentSprintSpeed => 0f;
public float CurrentPushSpeed => 0f;
public float GrabRange => 0f;
public bool Sprinting => false;
public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
public EntityCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
}
public void SetSprinting(ushort subTick, bool walking)
{
}
}
}