Files
tbd-station-14/Content.Server/Body/Systems/BrainSystem.cs
2023-09-21 17:23:02 +10:00

67 lines
2.8 KiB
C#

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