47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Ghost.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Pointing;
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namespace Content.Server.Body.Systems;
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public sealed class BrainSystem : EntitySystem
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{
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BrainComponent, OrganAddedToBodyEvent>((uid, _, args) => HandleMind(args.Body, uid));
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SubscribeLocalEvent<BrainComponent, OrganRemovedFromBodyEvent>((uid, _, args) => HandleMind(uid, args.OldBody));
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SubscribeLocalEvent<BrainComponent, PointAttemptEvent>(OnPointAttempt);
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}
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private void HandleMind(EntityUid newEntity, EntityUid oldEntity)
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{
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if (TerminatingOrDeleted(newEntity) || TerminatingOrDeleted(oldEntity))
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return;
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EnsureComp<MindContainerComponent>(newEntity);
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EnsureComp<MindContainerComponent>(oldEntity);
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var ghostOnMove = EnsureComp<GhostOnMoveComponent>(newEntity);
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ghostOnMove.MustBeDead = HasComp<MobStateComponent>(newEntity); // Don't ghost living players out of their bodies.
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if (!_mindSystem.TryGetMind(oldEntity, out var mindId, out var mind))
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return;
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_mindSystem.TransferTo(mindId, newEntity, mind: mind);
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}
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private void OnPointAttempt(Entity<BrainComponent> ent, ref PointAttemptEvent args)
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{
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args.Cancel();
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}
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}
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