* Refactor mind and ghost deletion code * Refactor to use EventBus and clean up deletes * Fix mind eject when being deleted * Refactor entity manager calls to use IEntity.EntityManager
45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using System;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class GhostSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
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SubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
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}
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private void OnMindRemovedMessage(EntityUid uid, GhostComponent component, MindRemovedMessage args)
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{
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if (!EntityManager.TryGetEntity(uid, out var entity))
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return;
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DeleteEntity(entity);
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}
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private void OnMindUnvisitedMessage(EntityUid uid, GhostComponent component, MindUnvisitedMessage args)
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{
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if (!EntityManager.TryGetEntity(uid, out var entity))
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return;
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DeleteEntity(entity);
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}
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private void DeleteEntity(IEntity? entity)
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{
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if (entity?.Deleted == true)
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return;
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entity?.Delete();
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}
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}
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}
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