using Content.Shared.Actions;
using Content.Shared.Mobs.Components;
using Robust.Shared.Network;
namespace Content.Shared.Mobs.Systems;
///
/// Adds and removes defined actions when a mob's changes.
///
public sealed class MobStateActionsSystem : EntitySystem
{
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnMobStateChanged);
}
private void OnMobStateChanged(EntityUid uid, MobStateActionsComponent component, MobStateChangedEvent args)
{
if (_net.IsClient)
return;
if (!TryComp(uid, out var action))
return;
foreach (var (state, acts) in component.Actions)
{
if (state != args.NewMobState && state != args.OldMobState)
continue;
foreach (var item in acts)
{
if (state == args.OldMobState)
{
// Don't remove actions that would be getting readded anyway
if (component.Actions.TryGetValue(args.NewMobState, out var value)
&& value.Contains(item))
continue;
_actions.RemoveAction(uid, item, action);
}
else if (state == args.NewMobState)
{
_actions.AddAction(uid, Spawn(item), null, action);
}
}
}
}
}