Turn brain behavior into a component/system (#5281)
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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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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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