ECS MindComponent (#5917)
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142
Content.Server/Mind/MindSystem.cs
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142
Content.Server/Mind/MindSystem.cs
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using System;
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using Content.Server.GameTicking;
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using Content.Server.Ghost;
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using Content.Server.Ghost.Components;
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using Content.Server.Mind.Components;
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using Content.Shared.Examine;
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using Content.Shared.Ghost;
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using Content.Shared.MobState.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Server.Mind;
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public class MindSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly GhostSystem _ghostSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MindComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<MindComponent, ExaminedEvent>(OnExamined);
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}
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public void SetGhostOnShutdown(EntityUid uid, bool value, MindComponent? mind = null)
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{
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if (!Resolve(uid, ref mind))
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return;
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mind.GhostOnShutdown = value;
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}
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(System.Nullable{Robust.Shared.GameObjects.EntityUid},bool)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalAssignMind(EntityUid uid, Mind value, MindComponent? mind = null)
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{
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if (!Resolve(uid, ref mind))
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return;
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mind.Mind = value;
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RaiseLocalEvent(uid, new MindAddedMessage());
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}
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(System.Nullable{Robust.Shared.GameObjects.EntityUid},bool)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalEjectMind(EntityUid uid, MindComponent? mind = null)
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{
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if (!Resolve(uid, ref mind))
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return;
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if (!Deleted(uid))
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RaiseLocalEvent(uid, new MindRemovedMessage());
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mind.Mind = null;
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}
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private void OnShutdown(EntityUid uid, MindComponent mind, ComponentShutdown args)
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{
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// Let's not create ghosts if not in the middle of the round.
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if (_gameTicker.RunLevel != GameRunLevel.InRound)
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return;
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if (mind.HasMind)
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{
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if (mind.Mind?.VisitingEntity is {Valid: true} visiting)
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{
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if (TryComp(visiting, out GhostComponent? ghost))
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{
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_ghostSystem.SetCanReturnToBody(ghost, false);
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}
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mind.Mind!.TransferTo(visiting);
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}
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else if (mind.GhostOnShutdown)
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{
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var spawnPosition = Transform(uid).Coordinates;
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// Use a regular timer here because the entity has probably been deleted.
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Timer.Spawn(0, () =>
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{
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// Async this so that we don't throw if the grid we're on is being deleted.
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var gridId = spawnPosition.GetGridId(EntityManager);
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if (gridId == GridId.Invalid || !_mapManager.GridExists(gridId))
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{
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spawnPosition = EntitySystem.Get<GameTicker>().GetObserverSpawnPoint();
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}
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var ghost = Spawn("MobObserver", spawnPosition);
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var ghostComponent = Comp<GhostComponent>(ghost);
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_ghostSystem.SetCanReturnToBody(ghostComponent, false);
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if (mind.Mind == null)
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return;
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var val = mind.Mind.CharacterName ?? string.Empty;
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MetaData(ghost).EntityName = val;
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mind.Mind.TransferTo(ghost);
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});
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}
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}
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}
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private void OnExamined(EntityUid uid, MindComponent mind, ExaminedEvent args)
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{
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if (!mind.ShowExamineInfo || !args.IsInDetailsRange)
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{
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return;
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}
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var dead = TryComp<MobStateComponent?>(uid, out var state) && state.IsDead();
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if (dead)
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{
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if (mind.Mind?.Session == null) {
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// Player has no session attached and dead
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args.PushMarkup($"[color=yellow]{Loc.GetString("mind-component-no-mind-and-dead-text", ("ent", uid))}[/color]");
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} else {
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// Player is dead with session
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args.PushMarkup($"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", uid))}[/color]");
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}
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}
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else if (!mind.HasMind)
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{
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args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-catatonic", ("ent", uid))}[/color]");
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}
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else if (mind.Mind?.Session == null)
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{
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args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", uid))}[/color]");
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}
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}
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}
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