Turn brain behavior into a component/system (#5281)
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@@ -1,70 +0,0 @@
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using Content.Server.Ghost;
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using Content.Server.Ghost.Components;
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using Content.Server.Mind.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Server.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(SharedBodyComponent 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(SharedBodyPartComponent 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(SharedBodyComponent body, SharedBodyPartComponent 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(SharedBodyComponent 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(SharedBodyPartComponent 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(SharedBodyComponent oldBody, SharedBodyPartComponent 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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12
Content.Server/Body/Components/BrainComponent.cs
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12
Content.Server/Body/Components/BrainComponent.cs
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@@ -0,0 +1,12 @@
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using Content.Server.Body.Systems;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent, Friend(typeof(BrainSystem))]
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public class BrainComponent : Component
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{
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public override string Name => "Brain";
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}
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}
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49
Content.Server/Body/Systems/BrainSystem.cs
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49
Content.Server/Body/Systems/BrainSystem.cs
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@@ -0,0 +1,49 @@
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using Content.Server.Body.Components;
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using Content.Server.Ghost;
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using Content.Server.Ghost.Components;
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using Content.Server.Mind.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Body.Systems
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{
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public class BrainSystem : 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<BrainComponent, AddedToBodyEvent>((uid, component, args) => HandleMind(args.Body.OwnerUid, uid));
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SubscribeLocalEvent<BrainComponent, AddedToPartEvent>((uid, component, args) => HandleMind(args.Part.OwnerUid, uid));
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SubscribeLocalEvent<BrainComponent, AddedToPartInBodyEvent>((uid, component, args) => HandleMind(args.Body.OwnerUid, uid));
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SubscribeLocalEvent<BrainComponent, RemovedFromBodyEvent>(OnRemovedFromBody);
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SubscribeLocalEvent<BrainComponent, RemovedFromPartEvent>((uid, component, args) => HandleMind(uid, args.Old.OwnerUid));
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SubscribeLocalEvent<BrainComponent, RemovedFromPartInBodyEvent>((uid, component, args) => HandleMind(args.OldBody.OwnerUid, uid));
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}
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private void OnRemovedFromBody(EntityUid uid, BrainComponent component, RemovedFromBodyEvent args)
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{
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// This one needs to be special, okay?
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if (!EntityManager.TryGetComponent(uid, out MechanismComponent mech))
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return;
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HandleMind(mech.Part!.OwnerUid, args.Old.OwnerUid);
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}
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private void HandleMind(EntityUid newEntity, EntityUid oldEntity)
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{
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EntityManager.EnsureComponent<MindComponent>(newEntity);
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var oldMind = EntityManager.EnsureComponent<MindComponent>(oldEntity);
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if (!EntityManager.HasComponent<IGhostOnMove>(newEntity))
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EntityManager.AddComponent<GhostOnMoveComponent>(newEntity);
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// TODO: This is an awful solution.
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if (!EntityManager.HasComponent<IMoverComponent>(newEntity))
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EntityManager.AddComponent<SharedDummyInputMoverComponent>(newEntity);
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oldMind.Mind?.TransferTo(EntityManager.GetEntity(newEntity));
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}
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}
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}
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