using Content.Shared.Mind;
using Robust.Shared.Spawners;
using Robust.Shared.Prototypes;
using Content.Server._NF.Transfer.Components;
namespace Content.Server._NF.Transfer;
///
/// Meant to be used along "TimedDespawn" component to transfer the player mind
/// after the animation for a smooth transition between entities
///
public sealed class TransferMindOnDespawnSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
[Dependency] private readonly IPrototypeManager _protoManager= default!;
///Subscribe to the despawn event
public override void Initialize()
{
SubscribeLocalEvent(OnDespawnTransfer);
}
private void OnDespawnTransfer(EntityUid uid, TransferMindOnDespawnComponent component, TimedDespawnEvent args)
{
if (!_mindSystem.TryGetMind(uid, out var mindId, out var mind))
return;
if (!_protoManager.TryIndex(component.EntityPrototype, out var entityProto))
return;
///Spawn new entity on the same place where the animation ends and transfer the mind to the new entity
var coords = Transform(uid).Coordinates;
var dragon = EntityManager.SpawnAtPosition(entityProto.ID, coords);
_mindSystem.TransferTo(mindId, dragon, mind: mind);
}
}