* Ghost roles now get new Minds
* Some round start/end button stuff
* Mind tracking for better round end reports
* Make traitor kill objectives use mind CharacterName rather than actual occupied entity ("kill brain" prevention)
* Transition over to EntityUid for mind stuff because that's the only way to do it
* BrainSystem fix for PR rebase
50 lines
2.2 KiB
C#
50 lines
2.2 KiB
C#
using Content.Server.Body.Components;
|
|
using Content.Server.Ghost;
|
|
using Content.Server.Ghost.Components;
|
|
using Content.Server.Mind.Components;
|
|
using Content.Shared.Body.Events;
|
|
using Content.Shared.Movement.Components;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.Server.Body.Systems
|
|
{
|
|
public class BrainSystem : EntitySystem
|
|
{
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<BrainComponent, AddedToBodyEvent>((uid, component, args) => HandleMind(args.Body.OwnerUid, uid));
|
|
SubscribeLocalEvent<BrainComponent, AddedToPartEvent>((uid, component, args) => HandleMind(args.Part.OwnerUid, uid));
|
|
SubscribeLocalEvent<BrainComponent, AddedToPartInBodyEvent>((uid, component, args) => HandleMind(args.Body.OwnerUid, uid));
|
|
SubscribeLocalEvent<BrainComponent, RemovedFromBodyEvent>(OnRemovedFromBody);
|
|
SubscribeLocalEvent<BrainComponent, RemovedFromPartEvent>((uid, component, args) => HandleMind(uid, args.Old.OwnerUid));
|
|
SubscribeLocalEvent<BrainComponent, RemovedFromPartInBodyEvent>((uid, component, args) => HandleMind(args.OldBody.OwnerUid, uid));
|
|
}
|
|
|
|
private void OnRemovedFromBody(EntityUid uid, BrainComponent component, RemovedFromBodyEvent args)
|
|
{
|
|
// This one needs to be special, okay?
|
|
if (!EntityManager.TryGetComponent(uid, out MechanismComponent mech))
|
|
return;
|
|
|
|
HandleMind(mech.Part!.OwnerUid, args.Old.OwnerUid);
|
|
}
|
|
|
|
private void HandleMind(EntityUid newEntity, EntityUid oldEntity)
|
|
{
|
|
EntityManager.EnsureComponent<MindComponent>(newEntity);
|
|
var oldMind = EntityManager.EnsureComponent<MindComponent>(oldEntity);
|
|
|
|
if (!EntityManager.HasComponent<IGhostOnMove>(newEntity))
|
|
EntityManager.AddComponent<GhostOnMoveComponent>(newEntity);
|
|
|
|
// TODO: This is an awful solution.
|
|
if (!EntityManager.HasComponent<IMoverComponent>(newEntity))
|
|
EntityManager.AddComponent<SharedDummyInputMoverComponent>(newEntity);
|
|
|
|
oldMind.Mind?.TransferTo(newEntity);
|
|
}
|
|
}
|
|
}
|