101 lines
3.3 KiB
C#
101 lines
3.3 KiB
C#
using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Pointing;
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using Content.Shared._Shitmed.Body.Organ; // Shitmed
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namespace Content.Shared.Body.Systems;
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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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[Dependency] private readonly SharedBodySystem _bodySystem = default!; // Shitmed
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BrainComponent, OrganAddedToBodyEvent>(HandleAddition);
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// Shitmed Change Start (Pretty much the rest of the file)
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SubscribeLocalEvent<BrainComponent, OrganRemovedFromBodyEvent>(HandleRemoval);
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SubscribeLocalEvent<BrainComponent, PointAttemptEvent>(OnPointAttempt);
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}
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private void HandleRemoval(EntityUid uid, BrainComponent brain, ref OrganRemovedFromBodyEvent args)
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{
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if (TerminatingOrDeleted(uid) || TerminatingOrDeleted(args.OldBody))
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return;
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brain.Active = false;
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if (!CheckOtherBrains(args.OldBody))
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{
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// Prevents revival, should kill the user within a given timespan too.
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EnsureComp<DebrainedComponent>(args.OldBody);
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HandleMind(uid, args.OldBody);
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}
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}
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private void HandleAddition(EntityUid uid, BrainComponent brain, ref OrganAddedToBodyEvent args)
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{
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if (TerminatingOrDeleted(uid) || TerminatingOrDeleted(args.Body))
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return;
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if (!CheckOtherBrains(args.Body))
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{
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RemComp<DebrainedComponent>(args.Body);
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HandleMind(args.Body, uid, brain);
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}
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}
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private void HandleMind(EntityUid newEntity, EntityUid oldEntity, BrainComponent? brain = null)
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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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ghostOnMove.MustBeDead = HasComp<MobStateComponent>(newEntity); // Don't ghost living players out of their bodies.
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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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if (brain != null)
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brain.Active = true;
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}
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private bool CheckOtherBrains(EntityUid entity)
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{
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var hasOtherBrains = false;
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if (TryComp<BodyComponent>(entity, out var body))
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{
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if (TryComp<BrainComponent>(entity, out var bodyBrain))
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hasOtherBrains = true;
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else
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{
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foreach (var (organ, _) in _bodySystem.GetBodyOrgans(entity, body))
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{
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if (TryComp<BrainComponent>(organ, out var brain) && brain.Active)
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{
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hasOtherBrains = true;
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break;
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}
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}
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}
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}
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return hasOtherBrains;
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}
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// Shitmed Change End
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private void OnPointAttempt(Entity<BrainComponent> ent, ref PointAttemptEvent args)
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{
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args.Cancel();
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}
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}
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