Mind tweaks & fixes (#21203)
This commit is contained in:
@@ -1,24 +1,25 @@
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using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Mind.Components
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{
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/// <summary>
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/// Stores a <see cref="MindComponent"/> on a mob.
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/// This component indicates that this entity may have mind, which is simply an entity with a <see cref="MindComponent"/>.
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/// The mind entity is not actually stored in a "container", but is simply stored in nullspace.
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/// </summary>
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[RegisterComponent, Access(typeof(SharedMindSystem))]
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[RegisterComponent, Access(typeof(SharedMindSystem)), NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class MindContainerComponent : Component
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{
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/// <summary>
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/// The mind controlling this mob. Can be null.
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/// </summary>
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[ViewVariables]
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[DataField, AutoNetworkedField]
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[Access(typeof(SharedMindSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
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public EntityUid? Mind { get; set; }
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/// <summary>
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/// True if we have a mind, false otherwise.
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/// </summary>
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[ViewVariables]
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[MemberNotNullWhen(true, nameof(Mind))]
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public bool HasMind => Mind != null;
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@@ -26,7 +27,7 @@ namespace Content.Shared.Mind.Components
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/// Whether examining should show information about the mind or not.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("showExamineInfo")]
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[DataField("showExamineInfo"), AutoNetworkedField]
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public bool ShowExamineInfo { get; set; }
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/// <summary>
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@@ -38,19 +39,59 @@ namespace Content.Shared.Mind.Components
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public bool GhostOnShutdown { get; set; } = true;
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}
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public sealed class MindRemovedMessage : EntityEventArgs
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public abstract class MindEvent : EntityEventArgs
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{
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public EntityUid OldMindId;
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public MindComponent OldMind;
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public readonly Entity<MindComponent> Mind;
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public readonly Entity<MindContainerComponent> Container;
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public MindRemovedMessage(EntityUid oldMindId, MindComponent oldMind)
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public MindEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
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{
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OldMindId = oldMindId;
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OldMind = oldMind;
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Mind = mind;
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Container = container;
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}
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}
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public sealed class MindAddedMessage : EntityEventArgs
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/// <summary>
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/// Event raised directed at a mind-container when a mind gets removed.
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/// </summary>
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public sealed class MindRemovedMessage : MindEvent
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{
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public MindRemovedMessage(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
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: base(mind, container)
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{
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}
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}
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/// <summary>
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/// Event raised directed at a mind when it gets removed from a mind-container.
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/// </summary>
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public sealed class MindGotRemovedEvent : MindEvent
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{
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public MindGotRemovedEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
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: base(mind, container)
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{
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}
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}
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/// <summary>
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/// Event raised directed at a mind-container when a mind gets added.
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/// </summary>
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public sealed class MindAddedMessage : MindEvent
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{
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public MindAddedMessage(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
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: base(mind, container)
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{
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}
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}
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/// <summary>
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/// Event raised directed at a mind when it gets added to a mind-container.
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/// </summary>
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public sealed class MindGotAddedEvent : MindEvent
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{
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public MindGotAddedEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
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: base(mind, container)
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{
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}
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}
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}
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@@ -1,84 +1,86 @@
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using Content.Shared.GameTicking;
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using Content.Shared.Mind.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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namespace Content.Shared.Mind
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{
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/// <summary>
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/// This is added as a component to mind entities, not to player entities.
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/// <see cref="MindContainerComponent"/> for the one that is added to players.
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/// A mind represents the IC "mind" of a player.
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/// Roles are attached as components to its owning entity.
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/// This component stores information about a player/mob mind. The component will be attached to a mind-entity
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/// which is stored in null-space. The entity that is currently "possessed" by the mind will have a
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/// <see cref="MindContainerComponent"/>.
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/// </summary>
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/// <remarks>
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/// Roles are attached as components on the mind-entity entity.
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/// Think of it like this: if a player is supposed to have their memories,
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/// their mind follows along.
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///
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/// Things such as respawning do not follow, because you're a new character.
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/// Getting borged, cloned, turned into a catbeast, etc... will keep it following you.
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///
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/// Minds are stored in null-space, and are thus generally not set to players unless that player is the owner
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/// of the mind. As a result it should be safe to network "secret" information like roles & objectives
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/// </remarks>
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[RegisterComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class MindComponent : Component
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{
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internal readonly List<EntityUid> Objectives = new();
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[DataField, AutoNetworkedField]
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public List<EntityUid> Objectives = new();
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/// <summary>
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/// The session ID of the player owning this mind.
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/// </summary>
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[ViewVariables, Access(typeof(SharedMindSystem))]
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[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
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public NetUserId? UserId { get; set; }
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/// <summary>
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/// The session ID of the original owner, if any.
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/// May end up used for round-end information (as the owner may have abandoned Mind since)
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/// </summary>
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[ViewVariables, Access(typeof(SharedMindSystem))]
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[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
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public NetUserId? OriginalOwnerUserId { get; set; }
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/// <summary>
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/// Entity UID for the first entity that this mind controlled. Used for round end.
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/// The first entity that this mind controlled. Used for round end information.
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/// Might be relevant if the player has ghosted since.
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/// </summary>
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[ViewVariables] public EntityUid? OriginalOwnedEntity;
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[DataField, AutoNetworkedField]
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public NetEntity? OriginalOwnedEntity;
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// This is a net entity, because this field currently ddoes not get set to null when this entity is deleted.
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// This is a lazy way to ensure that people check that the entity still exists.
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// TODO MIND Fix this properly by adding an OriginalMindContainerComponent or something like that.
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[ViewVariables]
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public bool IsVisitingEntity => VisitingEntity != null;
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[ViewVariables, Access(typeof(SharedMindSystem))]
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[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
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public EntityUid? VisitingEntity { get; set; }
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[ViewVariables]
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public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public string? CharacterName { get; set; }
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/// <summary>
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/// The time of death for this Mind.
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/// Can be null - will be null if the Mind is not considered "dead".
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/// </summary>
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[ViewVariables]
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[DataField]
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public TimeSpan? TimeOfDeath { get; set; }
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/// <summary>
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/// The component currently owned by this mind.
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/// Can be null.
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/// </summary>
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[ViewVariables] public MindContainerComponent? OwnedComponent;
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/// <summary>
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/// The entity currently owned by this mind.
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/// Can be null.
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/// </summary>
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[ViewVariables, Access(typeof(SharedMindSystem))]
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[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
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public EntityUid? OwnedEntity { get; set; }
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// TODO move objectives out of mind component
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/// <summary>
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/// An enumerable over all the objective entities this mind has.
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/// </summary>
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[ViewVariables]
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[ViewVariables, Obsolete("Use Objectives field")]
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public IEnumerable<EntityUid> AllObjectives => Objectives;
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/// <summary>
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@@ -100,6 +102,7 @@ namespace Content.Shared.Mind
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/// Can be null, in which case the player is currently not logged in.
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/// </summary>
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[ViewVariables, Access(typeof(SharedMindSystem), typeof(SharedGameTicker))]
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// TODO remove this after moving IPlayerManager functions to shared
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public ICommonSession? Session { get; set; }
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}
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}
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@@ -1,4 +1,5 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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@@ -25,7 +26,7 @@ public abstract class SharedMindSystem : EntitySystem
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[Dependency] private readonly SharedPlayerSystem _player = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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// This is dictionary is required to track the minds of disconnected players that may have had their entity deleted.
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[ViewVariables]
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protected readonly Dictionary<NetUserId, EntityUid> UserMinds = new();
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public override void Initialize()
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@@ -36,6 +37,7 @@ public abstract class SharedMindSystem : EntitySystem
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SubscribeLocalEvent<MindContainerComponent, SuicideEvent>(OnSuicide);
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SubscribeLocalEvent<VisitingMindComponent, EntityTerminatingEvent>(OnVisitingTerminating);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
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SubscribeLocalEvent<MindComponent, ComponentStartup>(OnMindStartup);
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}
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public override void Shutdown()
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@@ -44,6 +46,29 @@ public abstract class SharedMindSystem : EntitySystem
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WipeAllMinds();
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}
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private void OnMindStartup(EntityUid uid, MindComponent component, ComponentStartup args)
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{
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if (component.UserId == null)
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return;
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if (UserMinds.TryAdd(component.UserId.Value, uid))
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return;
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var existing = UserMinds[component.UserId.Value];
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if (existing == uid)
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return;
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if (!Exists(existing))
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{
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Log.Error($"Found deleted entity in mind dictionary while initializing mind {ToPrettyString(uid)}");
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UserMinds[component.UserId.Value] = uid;
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return;
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}
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Log.Error($"Encountered a user {component.UserId} that is already assigned to a mind while initializing mind {ToPrettyString(uid)}. Ignoring user field.");
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component.UserId = null;
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}
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private void OnReset(RoundRestartCleanupEvent ev)
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{
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WipeAllMinds();
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@@ -51,12 +76,22 @@ public abstract class SharedMindSystem : EntitySystem
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public virtual void WipeAllMinds()
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{
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foreach (var mind in UserMinds.Values)
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Log.Info($"Wiping all minds");
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foreach (var mind in UserMinds.Values.ToArray())
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{
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WipeMind(mind);
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}
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DebugTools.Assert(UserMinds.Count == 0);
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if (UserMinds.Count == 0)
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return;
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foreach (var mind in UserMinds.Values)
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{
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if (Exists(mind))
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Log.Error($"Failed to wipe mind: {ToPrettyString(mind)}");
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}
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UserMinds.Clear();
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}
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public EntityUid? GetMind(NetUserId user)
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@@ -80,6 +115,26 @@ public abstract class SharedMindSystem : EntitySystem
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return false;
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}
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public bool TryGetMind(NetUserId user, [NotNullWhen(true)] out Entity<MindComponent>? mind)
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{
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if (!TryGetMind(user, out var mindId, out var mindComp))
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{
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mind = null;
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return false;
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}
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mind = (mindId.Value, mindComp);
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return true;
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}
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public Entity<MindComponent> GetOrCreateMind(NetUserId user)
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{
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if (!TryGetMind(user, out var mind))
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mind = CreateMind(user);
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return mind.Value;
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}
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private void OnVisitingTerminating(EntityUid uid, VisitingMindComponent component, ref EntityTerminatingEvent args)
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{
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if (component.MindId != null)
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@@ -128,7 +183,7 @@ public abstract class SharedMindSystem : EntitySystem
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return null;
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}
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public EntityUid CreateMind(NetUserId? userId, string? name = null)
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public Entity<MindComponent> CreateMind(NetUserId? userId, string? name = null)
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{
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var mindId = Spawn(null, MapCoordinates.Nullspace);
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_metadata.SetEntityName(mindId, name == null ? "mind" : $"mind ({name})");
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@@ -136,7 +191,7 @@ public abstract class SharedMindSystem : EntitySystem
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mind.CharacterName = name;
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SetUserId(mindId, userId, mind);
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return mindId;
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return (mindId, mind);
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}
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/// <summary>
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@@ -195,7 +250,7 @@ public abstract class SharedMindSystem : EntitySystem
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/// Cleans up the VisitingEntity.
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/// </summary>
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/// <param name="mind"></param>
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protected void RemoveVisitingEntity(MindComponent mind)
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protected void RemoveVisitingEntity(EntityUid mindId, MindComponent mind)
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{
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if (mind.VisitingEntity == null)
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return;
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@@ -210,6 +265,7 @@ public abstract class SharedMindSystem : EntitySystem
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RemCompDeferred(oldVisitingEnt, visitComp);
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}
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Dirty(mindId, mind);
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RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage(), true);
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}
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@@ -228,7 +284,7 @@ public abstract class SharedMindSystem : EntitySystem
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if (mindId == null || !Resolve(mindId.Value, ref mind, false))
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return;
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TransferTo(mindId.Value, null, mind: mind);
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TransferTo(mindId.Value, null, createGhost:false, mind: mind);
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SetUserId(mindId.Value, null, mind: mind);
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}
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@@ -391,21 +447,6 @@ public abstract class SharedMindSystem : EntitySystem
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return TryComp(mindContainer.Mind, out role);
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}
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/// <summary>
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/// Sets the Mind's OwnedComponent and OwnedEntity
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/// </summary>
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/// <param name="mind">Mind to set OwnedComponent and OwnedEntity on</param>
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/// <param name="uid">Entity owned by <paramref name="mind"/></param>
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/// <param name="mindContainerComponent">MindContainerComponent owned by <paramref name="mind"/></param>
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protected void SetOwnedEntity(MindComponent mind, EntityUid? uid, MindContainerComponent? mindContainerComponent)
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{
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if (uid != null)
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Resolve(uid.Value, ref mindContainerComponent);
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mind.OwnedEntity = uid;
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mind.OwnedComponent = mindContainerComponent;
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}
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/// <summary>
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/// Sets the Mind's UserId, Session, and updates the player's PlayerData. This should have no direct effect on the
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/// entity that any mind is connected to, except as a side effect of the fact that it may change a player's
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