Move minds, roles, jobs and objectives to shared (#19679)
This commit is contained in:
56
Content.Shared/Mind/Components/MindContainerComponent.cs
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56
Content.Shared/Mind/Components/MindContainerComponent.cs
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using System.Diagnostics.CodeAnalysis;
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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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/// </summary>
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[RegisterComponent, Access(typeof(SharedMindSystem))]
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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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[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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/// <summary>
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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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public bool ShowExamineInfo { get; set; }
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/// <summary>
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/// Whether the mind will be put on a ghost after this component is shutdown.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("ghostOnShutdown")]
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[Access(typeof(SharedMindSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
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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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{
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public EntityUid OldMindId;
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public MindComponent OldMind;
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public MindRemovedMessage(EntityUid oldMindId, MindComponent oldMind)
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{
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OldMindId = oldMindId;
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OldMind = oldMind;
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}
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}
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public sealed class MindAddedMessage : EntityEventArgs
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{
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}
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}
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11
Content.Shared/Mind/Components/TransferMindOnGibComponent.cs
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11
Content.Shared/Mind/Components/TransferMindOnGibComponent.cs
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@@ -0,0 +1,11 @@
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using Content.Shared.Tag;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Mind.Components;
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[RegisterComponent]
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public sealed partial class TransferMindOnGibComponent : Component
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{
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[DataField("targetTag", customTypeSerializer: typeof(PrototypeIdSerializer<TagPrototype>))]
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public string TargetTag = "MindTransferTarget";
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}
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13
Content.Shared/Mind/Components/VisitingMindComponent.cs
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13
Content.Shared/Mind/Components/VisitingMindComponent.cs
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@@ -0,0 +1,13 @@
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namespace Content.Shared.Mind.Components
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{
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[RegisterComponent]
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public sealed partial class VisitingMindComponent : Component
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{
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[ViewVariables]
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public EntityUid? MindId;
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}
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public sealed class MindUnvisitedMessage : EntityEventArgs
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{
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}
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}
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105
Content.Shared/Mind/MindComponent.cs
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105
Content.Shared/Mind/MindComponent.cs
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@@ -0,0 +1,105 @@
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using Content.Shared.GameTicking;
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using Content.Shared.Mind.Components;
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using Content.Shared.Objectives;
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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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/// 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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/// </summary>
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/// <remarks>
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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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/// </remarks>
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[RegisterComponent]
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public sealed partial class MindComponent : Component
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{
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internal readonly List<Objective> 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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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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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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/// 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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[ViewVariables]
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public bool IsVisitingEntity => VisitingEntity != null;
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[ViewVariables, 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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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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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]
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public MindContainerComponent? OwnedComponent { get; internal set; }
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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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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 objectives this mind has.
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/// </summary>
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[ViewVariables]
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public IEnumerable<Objective> AllObjectives => Objectives;
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/// <summary>
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/// Prevents user from ghosting out
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("preventGhosting")]
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public bool PreventGhosting { get; set; }
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/// <summary>
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/// Prevents user from suiciding
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("preventSuicide")]
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public bool PreventSuicide { get; set; }
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/// <summary>
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/// The session of the player owning this 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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public ICommonSession? Session { get; set; }
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}
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}
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411
Content.Shared/Mind/SharedMindSystem.cs
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411
Content.Shared/Mind/SharedMindSystem.cs
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@@ -0,0 +1,411 @@
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using System.Diagnostics.CodeAnalysis;
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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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using Content.Shared.GameTicking;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Objectives;
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using Content.Shared.Players;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Utility;
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namespace Content.Shared.Mind;
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public abstract class SharedMindSystem : EntitySystem
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{
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedPlayerSystem _playerSystem = 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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protected readonly Dictionary<NetUserId, EntityUid> UserMinds = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MindContainerComponent, ExaminedEvent>(OnExamined);
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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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}
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public override void Shutdown()
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{
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base.Shutdown();
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WipeAllMinds();
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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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}
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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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{
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WipeMind(mind);
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}
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DebugTools.Assert(UserMinds.Count == 0);
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}
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public EntityUid? GetMind(NetUserId user)
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{
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TryGetMind(user, out var mind, out _);
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return mind;
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}
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public virtual bool TryGetMind(NetUserId user, [NotNullWhen(true)] out EntityUid? mindId, [NotNullWhen(true)] out MindComponent? mind)
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{
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if (UserMinds.TryGetValue(user, out var mindIdValue) &&
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TryComp(mindIdValue, out mind))
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{
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DebugTools.Assert(mind.UserId == user);
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mindId = mindIdValue;
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return true;
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}
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mindId = null;
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mind = null;
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return false;
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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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UnVisit(component.MindId.Value);
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}
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private void OnExamined(EntityUid uid, MindContainerComponent mindContainer, ExaminedEvent args)
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{
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if (!mindContainer.ShowExamineInfo || !args.IsInDetailsRange)
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return;
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var dead = _mobStateSystem.IsDead(uid);
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var hasSession = CompOrNull<MindComponent>(mindContainer.Mind)?.Session;
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if (dead && !mindContainer.HasMind)
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args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-dead-and-irrecoverable", ("ent", uid))}[/color]");
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else if (dead && hasSession == null)
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args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-dead-and-ssd", ("ent", uid))}[/color]");
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else if (dead)
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args.PushMarkup($"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", uid))}[/color]");
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else if (!mindContainer.HasMind)
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args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-catatonic", ("ent", uid))}[/color]");
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else if (hasSession == null)
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args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", uid))}[/color]");
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}
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private void OnSuicide(EntityUid uid, MindContainerComponent component, SuicideEvent args)
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{
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if (args.Handled)
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return;
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if (TryComp(component.Mind, out MindComponent? mind) && mind.PreventSuicide)
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{
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args.BlockSuicideAttempt(true);
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}
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}
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public EntityUid? GetMind(EntityUid uid, MindContainerComponent? mind = null)
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{
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if (!Resolve(uid, ref mind))
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return null;
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if (mind.HasMind)
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return mind.Mind;
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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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{
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var mindId = Spawn(null, MapCoordinates.Nullspace);
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var mind = EnsureComp<MindComponent>(mindId);
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mind.CharacterName = name;
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SetUserId(mindId, userId, mind);
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Dirty(mindId, MetaData(mindId));
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return mindId;
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}
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/// <summary>
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/// True if the OwnedEntity of this mind is physically dead.
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/// This specific definition, as opposed to CharacterDeadIC, is used to determine if ghosting should allow return.
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/// </summary>
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public bool IsCharacterDeadPhysically(MindComponent mind)
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{
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// This is written explicitly so that the logic can be understood.
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// But it's also weird and potentially situational.
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// Specific considerations when updating this:
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// + Does being turned into a borg (if/when implemented) count as dead?
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// *If not, add specific conditions to users of this property where applicable.*
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// + Is being transformed into a donut 'dead'?
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// TODO: Consider changing the way ghost roles work.
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// Mind is an *IC* mind, therefore ghost takeover is IC revival right now.
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// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
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// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
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if (mind.OwnedEntity == null)
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return true;
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// This can be null if they're deleted (spike / brain nom)
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var targetMobState = EntityManager.GetComponentOrNull<MobStateComponent>(mind.OwnedEntity);
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// This can be null if it's a brain (this happens very often)
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// Brains are the result of gibbing so should definitely count as dead
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if (targetMobState == null)
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return true;
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// They might actually be alive.
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return _mobStateSystem.IsDead(mind.OwnedEntity.Value, targetMobState);
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}
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public virtual void Visit(EntityUid mindId, EntityUid entity, MindComponent? mind = null)
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{
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}
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/// <summary>
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/// Returns the mind to its original entity.
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/// </summary>
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public virtual void UnVisit(EntityUid mindId, MindComponent? mind = null)
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{
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}
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/// <summary>
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/// Returns the mind to its original entity.
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/// </summary>
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public void UnVisit(ICommonSession? player)
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{
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if (player == null || !TryGetMind(player, out var mindId, out var mind))
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return;
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UnVisit(mindId, mind);
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}
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/// <summary>
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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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{
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if (mind.VisitingEntity == null)
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return;
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var oldVisitingEnt = mind.VisitingEntity.Value;
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// Null this before removing the component to avoid any infinite loops.
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mind.VisitingEntity = null;
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if (TryComp(oldVisitingEnt, out VisitingMindComponent? visitComp))
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{
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visitComp.MindId = null;
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RemCompDeferred(oldVisitingEnt, visitComp);
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}
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RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage(), true);
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}
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public void WipeMind(ICommonSession player)
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{
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var mind = _playerSystem.ContentData(player)?.Mind;
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DebugTools.Assert(GetMind(player.UserId) == mind);
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WipeMind(mind);
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}
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/// <summary>
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/// Detaches a mind from all entities and clears the user ID.
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/// </summary>
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public void WipeMind(EntityUid? mindId, MindComponent? mind = null)
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{
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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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SetUserId(mindId.Value, null, mind: mind);
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}
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/// <summary>
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/// Transfer this mind's control over to a new entity.
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/// </summary>
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/// <param name="mindId">The mind to transfer</param>
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/// <param name="entity">
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/// The entity to control.
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/// Can be null, in which case it will simply detach the mind from any entity.
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/// </param>
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/// <param name="ghostCheckOverride">
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/// If true, skips ghost check for Visiting Entity
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/// </param>
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/// <exception cref="ArgumentException">
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/// Thrown if <paramref name="entity"/> is already controlled by another player.
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/// </exception>
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public virtual void TransferTo(EntityUid mindId, EntityUid? entity, bool ghostCheckOverride = false, bool createGhost = true, MindComponent? mind = null)
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{
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}
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/// <summary>
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/// Adds an objective to this mind.
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/// </summary>
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public bool TryAddObjective(EntityUid mindId, MindComponent mind, ObjectivePrototype objectivePrototype)
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{
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if (!objectivePrototype.CanBeAssigned(mindId, mind))
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return false;
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var objective = objectivePrototype.GetObjective(mindId, mind);
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if (mind.Objectives.Contains(objective))
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return false;
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foreach (var condition in objective.Conditions)
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{
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_adminLogger.Add(LogType.Mind, LogImpact.Low, $"'{condition.Title}' added to mind of {MindOwnerLoggingString(mind)}");
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}
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mind.Objectives.Add(objective);
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return true;
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}
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/// <summary>
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/// Removes an objective to this mind.
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/// </summary>
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/// <returns>Returns true if the removal succeeded.</returns>
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public bool TryRemoveObjective(MindComponent mind, int index)
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{
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if (index < 0 || index >= mind.Objectives.Count)
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return false;
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var objective = mind.Objectives[index];
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foreach (var condition in objective.Conditions)
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{
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_adminLogger.Add(LogType.Mind, LogImpact.Low, $"'{condition.Title}' removed from the mind of {MindOwnerLoggingString(mind)}");
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}
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mind.Objectives.Remove(objective);
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return true;
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}
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public bool TryGetSession(EntityUid? mindId, [NotNullWhen(true)] out ICommonSession? session)
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{
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session = null;
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return TryComp(mindId, out MindComponent? mind) && (session = mind.Session) != null;
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}
|
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|
||||
/// <summary>
|
||||
/// Gets a mind from uid and/or MindContainerComponent. Used for null checks.
|
||||
/// </summary>
|
||||
/// <param name="uid">Entity UID that owns the mind.</param>
|
||||
/// <param name="mindId">The mind id.</param>
|
||||
/// <param name="mind">The returned mind.</param>
|
||||
/// <param name="container">Mind component on <paramref name="uid"/> to get the mind from.</param>
|
||||
/// <returns>True if mind found. False if not.</returns>
|
||||
public bool TryGetMind(
|
||||
EntityUid uid,
|
||||
out EntityUid mindId,
|
||||
[NotNullWhen(true)] out MindComponent? mind,
|
||||
MindContainerComponent? container = null)
|
||||
{
|
||||
mindId = default;
|
||||
mind = null;
|
||||
|
||||
if (!Resolve(uid, ref container, false))
|
||||
return false;
|
||||
|
||||
if (!container.HasMind)
|
||||
return false;
|
||||
|
||||
mindId = container.Mind ?? default;
|
||||
return TryComp(mindId, out mind);
|
||||
}
|
||||
|
||||
public bool TryGetMind(
|
||||
PlayerData player,
|
||||
out EntityUid mindId,
|
||||
[NotNullWhen(true)] out MindComponent? mind)
|
||||
{
|
||||
mindId = player.Mind ?? default;
|
||||
return TryComp(mindId, out mind);
|
||||
}
|
||||
|
||||
public bool TryGetMind(
|
||||
ICommonSession? player,
|
||||
out EntityUid mindId,
|
||||
[NotNullWhen(true)] out MindComponent? mind)
|
||||
{
|
||||
mindId = default;
|
||||
mind = null;
|
||||
return _playerSystem.ContentData(player) is { } data && TryGetMind(data, out mindId, out mind);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the Mind's OwnedComponent and OwnedEntity
|
||||
/// </summary>
|
||||
/// <param name="mind">Mind to set OwnedComponent and OwnedEntity on</param>
|
||||
/// <param name="uid">Entity owned by <paramref name="mind"/></param>
|
||||
/// <param name="mindContainerComponent">MindContainerComponent owned by <paramref name="mind"/></param>
|
||||
protected void SetOwnedEntity(MindComponent mind, EntityUid? uid, MindContainerComponent? mindContainerComponent)
|
||||
{
|
||||
if (uid != null)
|
||||
Resolve(uid.Value, ref mindContainerComponent);
|
||||
|
||||
mind.OwnedEntity = uid;
|
||||
mind.OwnedComponent = mindContainerComponent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the Mind's UserId, Session, and updates the player's PlayerData. This should have no direct effect on the
|
||||
/// entity that any mind is connected to, except as a side effect of the fact that it may change a player's
|
||||
/// attached entity. E.g., ghosts get deleted.
|
||||
/// </summary>
|
||||
public virtual void SetUserId(EntityUid mindId, NetUserId? userId, MindComponent? mind = null)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// True if this Mind is 'sufficiently dead' IC (Objectives, EndText).
|
||||
/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
|
||||
/// "If administrators decide that zombies are dead, this returns true for zombies."
|
||||
/// (Maybe you were looking for the action blocker system?)
|
||||
/// </summary>
|
||||
public bool IsCharacterDeadIc(MindComponent mind)
|
||||
{
|
||||
if (mind.OwnedEntity is { } owned)
|
||||
{
|
||||
var ev = new GetCharactedDeadIcEvent(null);
|
||||
RaiseLocalEvent(owned, ref ev);
|
||||
|
||||
if (ev.Dead != null)
|
||||
return ev.Dead.Value;
|
||||
}
|
||||
|
||||
return IsCharacterDeadPhysically(mind);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A string to represent the mind for logging
|
||||
/// </summary>
|
||||
public string MindOwnerLoggingString(MindComponent mind)
|
||||
{
|
||||
if (mind.OwnedEntity != null)
|
||||
return ToPrettyString(mind.OwnedEntity.Value);
|
||||
if (mind.UserId != null)
|
||||
return mind.UserId.Value.ToString();
|
||||
return "(originally " + mind.OriginalOwnerUserId + ")";
|
||||
}
|
||||
|
||||
public string? GetCharacterName(NetUserId userId)
|
||||
{
|
||||
return TryGetMind(userId, out _, out var mind) ? mind.CharacterName : null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raised on an entity to determine whether or not they are "dead" in IC-logic.
|
||||
/// If not handled, then it will simply check if they are dead physically.
|
||||
/// </summary>
|
||||
/// <param name="Dead"></param>
|
||||
[ByRefEvent]
|
||||
public record struct GetCharactedDeadIcEvent(bool? Dead);
|
||||
Reference in New Issue
Block a user