using Content.Server.Ghost.Components;
using Content.Shared.Body.Components;
using Content.Shared.Body.Events;
-using Content.Shared.Body.Organ;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
-using Content.Shared.Movement.Components;
-using Content.Shared.Movement.Systems;
namespace Content.Server.Body.Systems
{
public sealed class BrainSystem : EntitySystem
{
- [Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!;
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<BrainComponent, AddedToPartInBodyEvent>((uid, _, args) => HandleMind(args.Body, uid));
- SubscribeLocalEvent<BrainComponent, RemovedFromPartInBodyEvent>((uid, _, args) => HandleMind(args.OldBody, uid));
+ SubscribeLocalEvent<BrainComponent, RemovedFromPartInBodyEvent>((uid, _, args) => HandleMind(uid, args.OldBody));
}
private void HandleMind(EntityUid newEntity, EntityUid oldEntity)
{
+ if (TerminatingOrDeleted(newEntity) || TerminatingOrDeleted(oldEntity))
+ return;
+
EnsureComp<MindContainerComponent>(newEntity);
EnsureComp<MindContainerComponent>(oldEntity);
if (HasComp<BodyComponent>(newEntity))
ghostOnMove.MustBeDead = true;
- // TODO: This is an awful solution.
- // Our greatest minds still can't figure out how to allow brains/heads to ghost without giving them the
- // ability to move first. I hate this with a passion.
- if (!HasComp<InputMoverComponent>(newEntity))
- {
- AddComp<InputMoverComponent>(newEntity);
- var move = EnsureComp<MovementSpeedModifierComponent>(newEntity);
- _movementSpeed.ChangeBaseSpeed(newEntity, 0, 0 , 0, move);
- }
-
if (!_mindSystem.TryGetMind(oldEntity, out var mindId, out var mind))
return;