Files
space-station-14/Content.Server/Mind/TransferMindOnGibSystem.cs
pathetic meowmeow fb133494cc Decouple gibbing from the body system (#42405)
* Decouple gibbing from the body system

* allow gibs that don't drop giblets

* pass through user

* prediction gon

* comment

* destructible

* playpvs

* very very very very very very very minor cleanup

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-01-14 05:57:08 +00:00

40 lines
1.2 KiB
C#

using System.Linq;
using Content.Shared.Gibbing;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Tag;
using Robust.Shared.Random;
namespace Content.Server.Mind;
/// <summary>
/// This handles transfering a target's mind
/// to a different entity when they gib.
/// used for skeletons.
/// </summary>
public sealed class TransferMindOnGibSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<TransferMindOnGibComponent, GibbedBeforeDeletionEvent>(OnGib);
}
private void OnGib(Entity<TransferMindOnGibComponent> ent, ref GibbedBeforeDeletionEvent args)
{
if (!_mindSystem.TryGetMind(ent, out var mindId, out var mind))
return;
var validParts = args.Giblets.Where(p => _tag.HasTag(p, ent.Comp.TargetTag)).ToHashSet();
if (!validParts.Any())
return;
var transfer = _random.Pick(validParts);
_mindSystem.TransferTo(mindId, transfer, mind: mind);
}
}