* Adds a component for ghosting on move. Adds a dummy input mover for IRelayMoveInput to work. * Add IGhostOnMove * Fix tests.
42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
#nullable enable
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using System;
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using Content.Server.Commands.Observer;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.Console;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Observer
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{
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[RegisterComponent]
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[ComponentReference(typeof(IGhostOnMove))]
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public class GhostOnMoveComponent : Component, IRelayMoveInput, IGhostOnMove
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{
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public override string Name => "GhostOnMove";
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public bool CanReturn { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.CanReturn, "canReturn", true);
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}
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void IRelayMoveInput.MoveInputPressed(ICommonSession session)
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{
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// Let's not ghost if our mind is visiting...
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if (Owner.HasComponent<VisitingMindComponent>()) return;
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if (!Owner.TryGetComponent(out MindComponent? mind) || !mind.HasMind || mind.Mind!.IsVisitingEntity) return;
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var host = IoCManager.Resolve<IServerConsoleHost>();
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new Ghost().Execute(new ConsoleShell(host, session), string.Empty, Array.Empty<string>());
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}
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}
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}
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