* Adds a component for ghosting on move. Adds a dummy input mover for IRelayMoveInput to work. * Add IGhostOnMove * Fix tests.
72 lines
2.1 KiB
C#
72 lines
2.1 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 Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Body.Behavior
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{
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public class BrainBehavior : MechanismBehavior
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{
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protected override void OnAddedToBody(IBody body)
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{
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base.OnAddedToBody(body);
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HandleMind(body.Owner, Owner);
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}
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protected override void OnAddedToPart(IBodyPart part)
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{
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base.OnAddedToPart(part);
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HandleMind(part.Owner, Owner);
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}
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protected override void OnAddedToPartInBody(IBody body, IBodyPart part)
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{
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base.OnAddedToPartInBody(body, part);
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HandleMind(body.Owner, Owner);
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}
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protected override void OnRemovedFromBody(IBody old)
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{
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base.OnRemovedFromBody(old);
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HandleMind(Part!.Owner, old.Owner);
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}
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protected override void OnRemovedFromPart(IBodyPart old)
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{
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base.OnRemovedFromPart(old);
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HandleMind(Owner, old.Owner);
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}
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protected override void OnRemovedFromPartInBody(IBody oldBody, IBodyPart oldPart)
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{
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base.OnRemovedFromPartInBody(oldBody, oldPart);
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HandleMind(oldBody.Owner, Owner);
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}
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private void HandleMind(IEntity newEntity, IEntity oldEntity)
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{
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newEntity.EnsureComponent<MindComponent>();
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var oldMind = oldEntity.EnsureComponent<MindComponent>();
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if (!newEntity.HasComponent<IGhostOnMove>())
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newEntity.AddComponent<GhostOnMoveComponent>();
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// TODO: This is an awful solution.
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if (!newEntity.HasComponent<IMoverComponent>())
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newEntity.AddComponent<SharedDummyInputMoverComponent>();
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oldMind.Mind?.TransferTo(newEntity);
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}
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}
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}
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