Ghost Roles (#3106)
* Add files for Ghost Roles. * Work on Ghost Roles * Improvements * GHOST ROLES IS DONE * mmm yes * auto-update when setting rolename/roledescription * well * command graceful error * Makes UI have a scrollbar when it has too many entries * fix command fuckup * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Observer
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{
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public abstract class GhostRoleComponent : Component
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{
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private string _roleName;
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private string _roleDescription;
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// We do this so updating RoleName and RoleDescription in VV updates the open EUIs.
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[ViewVariables(VVAccess.ReadWrite)]
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public string RoleName
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{
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get
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{
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return _roleName;
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}
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private set
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{
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_roleName = value;
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EntitySystem.Get<GhostRoleSystem>().UpdateAllEui();
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public string RoleDescription
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{
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get
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{
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return _roleDescription;
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}
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private set
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{
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_roleDescription = value;
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EntitySystem.Get<GhostRoleSystem>().UpdateAllEui();
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}
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}
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[ViewVariables(VVAccess.ReadOnly)]
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public bool Taken { get; protected set; }
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[ViewVariables]
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public uint Identifier { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _roleName, "name", "Unknown");
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serializer.DataField(ref _roleDescription, "description", "Unknown");
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}
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public override void Initialize()
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{
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base.Initialize();
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EntitySystem.Get<GhostRoleSystem>().RegisterGhostRole(this);
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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EntitySystem.Get<GhostRoleSystem>().UnregisterGhostRole(this);
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}
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public abstract bool Take(IPlayerSession session);
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}
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}
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@@ -0,0 +1,69 @@
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using System;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Players;
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using JetBrains.Annotations;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Observer
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{
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/// <summary>
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/// Allows a ghost to take this role, spawning a new entity.
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/// </summary>
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[RegisterComponent, ComponentReference(typeof(GhostRoleComponent))]
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public class GhostRoleMobSpawnerComponent : GhostRoleComponent
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{
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public override string Name => "GhostRoleMobSpawner";
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[ViewVariables]
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private bool _deleteOnSpawn = true;
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[ViewVariables(VVAccess.ReadWrite)]
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private int _availableTakeovers = 1;
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[ViewVariables]
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private int _currentTakeovers = 0;
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[CanBeNull, ViewVariables(VVAccess.ReadWrite)] public string Prototype { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Prototype, "prototype", null);
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serializer.DataField(ref _deleteOnSpawn, "deleteOnSpawn", true);
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serializer.DataField(ref _availableTakeovers, "availableTakeovers", 1);
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}
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public override bool Take(IPlayerSession session)
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{
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if (Taken)
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return false;
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if(string.IsNullOrEmpty(Prototype))
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throw new NullReferenceException("Prototype string cannot be null or empty!");
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var mob = Owner.EntityManager.SpawnEntity(Prototype, Owner.Transform.Coordinates);
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mob.EnsureComponent<MindComponent>();
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session.ContentData().Mind.TransferTo(mob);
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if (++_currentTakeovers < _availableTakeovers) return true;
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Taken = true;
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if (_deleteOnSpawn)
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Owner.Delete();
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return true;
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}
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}
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}
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@@ -0,0 +1,39 @@
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using Content.Server.Eui;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Eui;
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using Content.Shared.GameObjects.Components.Observer;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.Components.Observer
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{
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public class GhostRolesEui : BaseEui
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{
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public override GhostRolesEuiState GetNewState()
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{
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return new(EntitySystem.Get<GhostRoleSystem>().GetGhostRolesInfo());
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}
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public override void HandleMessage(EuiMessageBase msg)
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{
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base.HandleMessage(msg);
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switch (msg)
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{
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case GhostRoleTakeoverRequestMessage req:
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EntitySystem.Get<GhostRoleSystem>().Takeover(Player, req.Identifier);
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break;
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case GhostRoleWindowCloseMessage _:
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Closed();
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break;
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}
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}
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public override void Closed()
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{
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base.Closed();
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EntitySystem.Get<GhostRoleSystem>().CloseEui(Player);
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}
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}
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}
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@@ -0,0 +1,38 @@
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using System;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Players;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.Components.Observer
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{
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/// <summary>
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/// Allows a ghost to take over the Owner entity.
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/// </summary>
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[RegisterComponent, ComponentReference(typeof(GhostRoleComponent))]
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public class GhostTakeoverAvailableComponent : GhostRoleComponent
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{
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public override string Name => "GhostTakeoverAvailable";
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public override bool Take(IPlayerSession session)
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{
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if (Taken)
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return false;
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Taken = true;
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var mind = Owner.EnsureComponent<MindComponent>();
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if(mind.HasMind)
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throw new Exception("MindComponent already has a mind!");
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session.ContentData().Mind.TransferTo(Owner);
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EntitySystem.Get<GhostRoleSystem>().UnregisterGhostRole(this);
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return true;
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}
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}
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}
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