55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Mobs.Systems;
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/// <summary>
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/// Adds and removes defined actions when a mob's <see cref="MobState"/> changes.
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/// </summary>
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public sealed class MobStateActionsSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<MobStateActionsComponent, MobStateChangedEvent>(OnMobStateChanged);
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}
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private void OnMobStateChanged(EntityUid uid, MobStateActionsComponent component, MobStateChangedEvent args)
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{
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if (!TryComp<ActionsComponent>(uid, out var action))
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return;
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foreach (var (state, acts) in component.Actions)
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{
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if (state != args.NewMobState && state != args.OldMobState)
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continue;
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foreach (var item in acts)
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{
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if (!_proto.TryIndex<InstantActionPrototype>(item, out var proto))
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continue;
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var instance = new InstantAction(proto);
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if (state == args.OldMobState)
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{
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// Don't remove actions that would be getting readded anyway
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if (component.Actions.TryGetValue(args.NewMobState, out var value)
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&& value.Contains(item))
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continue;
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_actions.RemoveAction(uid, instance, action);
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}
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else if (state == args.NewMobState)
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{
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_actions.AddAction(uid, instance, null, action);
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}
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}
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}
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}
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}
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