67 lines
2.8 KiB
C#
67 lines
2.8 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Ghost.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Organ;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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namespace Content.Server.Body.Systems
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{
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public sealed class BrainSystem : EntitySystem
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{
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BrainComponent, AddedToBodyEvent>((uid, _, args) => HandleMind(args.Body, uid));
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SubscribeLocalEvent<BrainComponent, AddedToPartEvent>((uid, _, args) => HandleMind(args.Part, uid));
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SubscribeLocalEvent<BrainComponent, AddedToPartInBodyEvent>((uid, _, args) => HandleMind(args.Body, uid));
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SubscribeLocalEvent<BrainComponent, RemovedFromBodyEvent>(OnRemovedFromBody);
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SubscribeLocalEvent<BrainComponent, RemovedFromPartEvent>((uid, _, args) => HandleMind(uid, args.Old));
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SubscribeLocalEvent<BrainComponent, RemovedFromPartInBodyEvent>((uid, _, args) => HandleMind(args.OldBody, uid));
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}
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private void OnRemovedFromBody(EntityUid uid, BrainComponent component, RemovedFromBodyEvent args)
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{
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// This one needs to be special, okay?
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if (!EntityManager.TryGetComponent(uid, out OrganComponent? organ))
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{
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return;
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}
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HandleMind(uid, args.Old);
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}
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private void HandleMind(EntityUid newEntity, EntityUid oldEntity)
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{
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EnsureComp<MindContainerComponent>(newEntity);
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EnsureComp<MindContainerComponent>(oldEntity);
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var ghostOnMove = EnsureComp<GhostOnMoveComponent>(newEntity);
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if (HasComp<BodyComponent>(newEntity))
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ghostOnMove.MustBeDead = true;
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// TODO: This is an awful solution.
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// Our greatest minds still can't figure out how to allow brains/heads to ghost without giving them the
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// ability to move first. I hate this with a passion.
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if (!HasComp<InputMoverComponent>(newEntity))
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{
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AddComp<InputMoverComponent>(newEntity);
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var move = EnsureComp<MovementSpeedModifierComponent>(newEntity);
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_movementSpeed.ChangeBaseSpeed(newEntity, 0, 0 , 0, move);
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}
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if (!_mindSystem.TryGetMind(oldEntity, out var mindId, out var mind))
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return;
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_mindSystem.TransferTo(mindId, newEntity, mind: mind);
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}
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}
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}
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