using Content.Server.GameTicking; using Content.Server.Mind.Components; using Content.Shared.Movement.Components; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Players; using Robust.Shared.Serialization.Manager.Attributes; namespace Content.Server.Ghost.Components { [RegisterComponent] [ComponentReference(typeof(IGhostOnMove))] public class GhostOnMoveComponent : Component, IRelayMoveInput, IGhostOnMove { public override string Name => "GhostOnMove"; [DataField("canReturn")] public bool CanReturn { get; set; } = true; void IRelayMoveInput.MoveInputPressed(ICommonSession session) { // Let's not ghost if our mind is visiting... if (Owner.HasComponent()) return; if (!Owner.TryGetComponent(out MindComponent? mind) || !mind.HasMind || mind.Mind!.IsVisitingEntity) return; EntitySystem.Get().OnGhostAttempt(mind.Mind!, CanReturn); } } }