* Convert StomachBehavior to a component/system + rejig body namespaces * test * slightly more namespace changes * remove * Hello????? * fuck you github test runner * reviews * oobsy!
79 lines
2.4 KiB
C#
79 lines
2.4 KiB
C#
using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Body.Components;
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using Content.Server.GameTicking;
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using Content.Server.Mind.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.MobState.Components;
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using Content.Shared.Movement.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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namespace Content.Server.Body.Systems
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{
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public sealed class BodySystem : EntitySystem
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{
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BodyComponent, RelayMoveInputEvent>(OnRelayMoveInput);
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}
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private void OnRelayMoveInput(EntityUid uid, BodyComponent component, RelayMoveInputEvent args)
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{
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if (EntityManager.TryGetComponent<MobStateComponent>(uid, out var mobState) &&
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mobState.IsDead() &&
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EntityManager.TryGetComponent<MindComponent>(uid, out var mind) &&
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mind.HasMind)
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{
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if (!mind.Mind!.TimeOfDeath.HasValue)
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{
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mind.Mind.TimeOfDeath = _gameTiming.RealTime;
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}
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_ticker.OnGhostAttempt(mind.Mind!, true);
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}
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}
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public IEnumerable<T> GetComponentsOnMechanisms<T>(EntityUid uid,
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SharedBodyComponent? body) where T : Component
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{
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if (!Resolve(uid, ref body))
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yield break;
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foreach (var (part, _) in body.Parts)
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foreach (var mechanism in part.Mechanisms)
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{
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if (EntityManager.TryGetComponent<T>(mechanism.OwnerUid, out var comp))
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yield return comp;
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}
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}
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public bool TryGetComponentsOnMechanisms<T>(EntityUid uid,
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[NotNullWhen(true)] out IEnumerable<T>? comps,
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SharedBodyComponent? body) where T: Component
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{
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if (!Resolve(uid, ref body))
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{
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comps = null;
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return false;
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}
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comps = GetComponentsOnMechanisms<T>(uid, body).ToArray();
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if (!comps.Any())
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{
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comps = null;
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return false;
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}
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return true;
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}
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}
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}
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