* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
87 lines
3.0 KiB
C#
87 lines
3.0 KiB
C#
using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Players;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Observer
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{
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public class Ghost : IClientCommand
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{
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public string Command => "ghost";
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public string Description => "Give up on life and become a ghost.";
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public string Help => "ghost";
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public bool CanReturn { get; set; } = true;
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player == null)
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{
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shell.SendText((IPlayerSession) null, "Nah");
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return;
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}
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var mind = player.ContentData().Mind;
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if (mind == null)
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{
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shell.SendText(player, "You can't ghost here!");
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return;
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}
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var canReturn = player.AttachedEntity != null && CanReturn;
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var name = player.AttachedEntity?.Name ?? player.Name;
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if (player.AttachedEntity != null && player.AttachedEntity.HasComponent<GhostComponent>())
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return;
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if (mind.VisitingEntity != null)
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{
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mind.UnVisit();
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mind.VisitingEntity.Delete();
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}
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var position = player.AttachedEntity?.Transform.Coordinates ?? IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
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if (canReturn && player.AttachedEntity.TryGetComponent(out IDamageableComponent damageable))
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{
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switch (damageable.CurrentState)
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{
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case DamageState.Dead:
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canReturn = true;
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break;
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case DamageState.Critical:
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canReturn = true;
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damageable.ChangeDamage(DamageType.Asphyxiation, 100, true, null); //todo: what if they dont breathe lol
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break;
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default:
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canReturn = false;
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break;
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}
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var ghost = entityManager.SpawnEntity("MobObserver", position);
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ghost.Name = mind.CharacterName;
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var ghostComponent = ghost.GetComponent<GhostComponent>();
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ghostComponent.CanReturnToBody = canReturn;
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if (player.AttachedEntity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
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{
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overlayComponent?.RemoveOverlay(SharedOverlayID.CircleMaskOverlay);
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}
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if (canReturn)
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mind.Visit(ghost);
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else
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mind.TransferTo(ghost);
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}
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}
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}
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