CatStation/Content.Shared/Body/Systems/BrainSystem.cs
2026-08-03 07:16:25 +00:00

44 lines
1.5 KiB
C#

using Content.Shared.Body.Components;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Pointing;
namespace Content.Shared.Body.Systems;
public sealed partial class BrainSystem : EntitySystem
{
[Dependency] private SharedMindSystem _mindSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BrainComponent, OrganGotInsertedEvent>((uid, _, args) => HandleMind(args.Target, uid));
SubscribeLocalEvent<BrainComponent, OrganGotRemovedEvent>((uid, _, args) => HandleMind(uid, args.Target));
SubscribeLocalEvent<BrainComponent, PointAttemptEvent>(OnPointAttempt);
}
private void HandleMind(EntityUid newEntity, EntityUid oldEntity)
{
if (TerminatingOrDeleted(newEntity) || TerminatingOrDeleted(oldEntity))
return;
EnsureComp<MindContainerComponent>(newEntity);
EnsureComp<MindContainerComponent>(oldEntity);
var ghostOnMove = EnsureComp<GhostOnMoveComponent>(newEntity);
ghostOnMove.MustBeDead = HasComp<MobStateComponent>(newEntity); // Don't ghost living players out of their bodies.
if (!_mindSystem.TryGetMind(oldEntity, out var mindId, out var mind))
return;
_mindSystem.TransferTo(mindId, newEntity, mind: mind);
}
private void OnPointAttempt(Entity<BrainComponent> ent, ref PointAttemptEvent args)
{
args.Cancel();
}
}