* Decoupled from gravity, constant animation time, manual networking, cubic interpolation * Reduced overshoot * Implemented PointAttemptEvent, reacts with mobstate & sleeping * Brains can no longer point, PBs must be inside a chassis * Removed chassis check, made callback more obvious
48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Ghost.Components;
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using Content.Shared.Body.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.Pointing;
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namespace Content.Server.Body.Systems
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{
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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, AddedToPartInBodyEvent>((uid, _, args) => HandleMind(args.Body, uid));
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SubscribeLocalEvent<BrainComponent, RemovedFromPartInBodyEvent>((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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if (HasComp<BodyComponent>(newEntity))
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ghostOnMove.MustBeDead = true;
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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(EntityUid uid, BrainComponent component, PointAttemptEvent args)
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{
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args.Cancel();
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}
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}
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}
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