Antag Datums. Oh also minds. (#100)
AKA: Minds and there's a stupid basic roles framework.
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Acruid
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commit
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113
Content.Server/Mobs/Commands.cs
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113
Content.Server/Mobs/Commands.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Content.Server.Players;
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using SS14.Server.Interfaces.Console;
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using SS14.Server.Interfaces.Player;
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using SS14.Shared.Interfaces.Reflection;
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using SS14.Shared.IoC;
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using SS14.Shared.Network;
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namespace Content.Server.Mobs
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{
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public class MindInfoCommand : IClientCommand
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{
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public string Command => "mindinfo";
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public string Description => "Lists info for the mind of a specific player.";
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public string Help => "mindinfo <session ID>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (args.Length != 1)
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{
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shell.SendText(player, "Expected exactly 1 argument.");
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return;
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}
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var mgr = IoCManager.Resolve<IPlayerManager>();
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if (mgr.TryGetPlayerData(new NetSessionId(args[0]), out var data))
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{
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var mind = data.ContentData().Mind;
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var builder = new StringBuilder();
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builder.AppendFormat("player: {0}, mob: {1}\nroles: ", mind.SessionId, mind.CurrentMob?.Owner?.Uid);
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foreach (var role in mind.AllRoles)
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{
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builder.AppendFormat("{0} ", role.Name);
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}
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shell.SendText(player, builder.ToString());
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}
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else
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{
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shell.SendText(player, "Can't find that mind");
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}
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}
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}
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public class AddRoleCommand : IClientCommand
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{
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public string Command => "addrole";
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public string Description => "Adds a role to a player's mind.";
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public string Help => "addrole <session ID> <Role Type>\nThat role type is the actual C# type name.";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (args.Length != 2)
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{
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shell.SendText(player, "Expected exactly 2 arguments.");
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return;
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}
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var mgr = IoCManager.Resolve<IPlayerManager>();
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if (mgr.TryGetPlayerData(new NetSessionId(args[0]), out var data))
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{
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var mind = data.ContentData().Mind;
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var refl = IoCManager.Resolve<IReflectionManager>();
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var type = refl.LooseGetType(args[1]);
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mind.AddRole(type);
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}
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else
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{
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shell.SendText(player, "Can't find that mind");
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}
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}
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}
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public class RemoveRoleCommand : IClientCommand
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{
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public string Command => "rmrole";
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public string Description => "Removes a role from a player's mind.";
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public string Help => "rmrole <session ID> <Role Type>\nThat role type is the actual C# type name.";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (args.Length != 2)
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{
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shell.SendText(player, "Expected exactly 2 arguments.");
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return;
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}
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var mgr = IoCManager.Resolve<IPlayerManager>();
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if (mgr.TryGetPlayerData(new NetSessionId(args[0]), out var data))
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{
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var mind = data.ContentData().Mind;
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var refl = IoCManager.Resolve<IReflectionManager>();
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var type = refl.LooseGetType(args[1]);
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mind.RemoveRole(type);
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}
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else
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{
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shell.SendText(player, "Can't find that mind");
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}
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}
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}
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}
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199
Content.Server/Mobs/Mind.cs
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199
Content.Server/Mobs/Mind.cs
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using SS14.Server.Interfaces.Player;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.IoC;
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using SS14.Shared.Network;
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namespace Content.Server.Mobs
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{
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/// <summary>
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/// A mind represents the IC "mind" of a player. Stores roles currently.
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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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public sealed class Mind
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{
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private readonly Dictionary<Type, Role> _roles = new Dictionary<Type, Role>();
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/// <summary>
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/// Creates the new mind attached to a specific player session.
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/// </summary>
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/// <param name="sessionId">The session ID of the owning player.</param>
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public Mind(NetSessionId sessionId)
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{
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SessionId = sessionId;
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}
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// TODO: This session should be able to be changed, probably.
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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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public NetSessionId SessionId { get; }
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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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public MindComponent CurrentMob { get; private 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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public IEntity CurrentEntity => CurrentMob?.Owner;
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/// <summary>
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/// An enumerable over all the roles this mind has.
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/// </summary>
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public IEnumerable<Role> AllRoles => _roles.Values;
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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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public IPlayerSession Session
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{
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get
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{
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var playerMgr = IoCManager.Resolve<IPlayerManager>();
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playerMgr.TryGetSessionById(SessionId, out var ret);
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return ret;
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}
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}
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/// <summary>
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/// Gives this mind a new role.
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/// </summary>
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/// <typeparam name="T">The type of the role to give.</typeparam>
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/// <returns>The instance of the role.</returns>
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/// <exception cref="ArgumentException">
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/// Thrown if we already have a role with this type.
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/// </exception>
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public T AddRole<T>() where T : Role
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{
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return (T)AddRole(typeof(T));
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}
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/// <summary>
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/// Gives this mind a new role.
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/// </summary>
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/// <param name="t">The type of the role to give.</param>
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/// <returns>The instance of the role.</returns>
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/// <exception cref="ArgumentException">
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/// Thrown if we already have a role with this type.
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/// </exception>
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public Role AddRole(Type t)
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{
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if (_roles.ContainsKey(t))
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{
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throw new ArgumentException($"We already have this role: {t}");
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}
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var role = (Role)Activator.CreateInstance(t, this);
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_roles[t] = role;
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role.Greet();
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return role;
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}
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/// <summary>
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/// Removes a role from this mind.
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/// </summary>
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/// <typeparam name="T">The type of the role to remove.</typeparam>
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/// <exception cref="ArgumentException">
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/// Thrown if we do not have this role.
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/// </exception>
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public void RemoveRole<T>() where T : Role
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{
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RemoveRole(typeof(T));
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}
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/// <summary>
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/// Removes a role from this mind.
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/// </summary>
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/// <param name="t">The type of the role to remove.</param>
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/// <exception cref="ArgumentException">
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/// Thrown if we do not have this role.
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/// </exception>
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public void RemoveRole(Type t)
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{
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if (!_roles.ContainsKey(t))
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{
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throw new ArgumentException($"We do not have this role: {t}");
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}
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// This can definitely get more complex removal hooks later,
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// when we need it.
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_roles.Remove(t);
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}
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/// <summary>
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/// Gets a role of a certain type.
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/// </summary>
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/// <typeparam name="T">The type of the role to get.</typeparam>
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/// <returns>The role's instance.</returns>
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/// <exception cref="KeyNotFoundException">
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/// Thrown if we do not have a role of this type.
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/// </exception>
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public T GetRole<T>() where T : Role
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{
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return (T)_roles[typeof(T)];
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}
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/// <summary>
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/// Gets a role of a certain type.
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/// </summary>
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/// <param name="t">The type of the role to get.</param>
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/// <returns>The role's instance.</returns>
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/// <exception cref="KeyNotFoundException">
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/// Thrown if we do not have a role of this type.
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/// </exception>
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public Role GetRole(Type t)
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{
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return _roles[t];
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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="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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/// <exception cref="ArgumentException">
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/// Thrown if <paramref name="entity"/> is already owned by another mind.
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/// </exception>
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public void TransferTo(IEntity entity)
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{
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MindComponent component = null;
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if (entity != null)
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{
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if (!entity.TryGetComponent(out component))
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{
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component = entity.AddComponent<MindComponent>();
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}
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else if (component.HasMind)
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{
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// TODO: Kick them out, maybe?
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throw new ArgumentException("That entity already has a mind.", nameof(entity));
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}
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}
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CurrentMob?.InternalEjectMind();
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CurrentMob = component;
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CurrentMob?.InternalAssignMind(this);
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// Player is CURRENTLY connected.
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if (Session != null && CurrentMob != null)
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{
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Session.AttachToEntity(entity);
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}
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}
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}
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}
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36
Content.Server/Mobs/Role.cs
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36
Content.Server/Mobs/Role.cs
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// Hey look,
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// Antag Datums.
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namespace Content.Server.Mobs
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{
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/// <summary>
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/// The Role is a basic building block for,
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/// well, IC roles.
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/// This can be anything and is not necessarily limited to antagonists.
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/// </summary>
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public abstract class Role
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{
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/// <summary>
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/// The mind owning this role instance.
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/// </summary>
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public Mind Mind { get; }
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/// <summary>
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/// A friendly name for this role type.
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/// </summary>
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public abstract string Name { get; }
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protected Role(Mind mind)
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{
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Mind = mind;
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}
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/// <summary>
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/// Called when a mind (player) first gets this role, to greet them.
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/// </summary>
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public virtual void Greet()
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{
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}
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}
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}
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24
Content.Server/Mobs/Roles/Traitor.cs
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24
Content.Server/Mobs/Roles/Traitor.cs
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using SS14.Server.Interfaces.Chat;
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using SS14.Shared.Console;
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using SS14.Shared.IoC;
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namespace Content.Server.Mobs.Roles
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{
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public sealed class Traitor : Role
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{
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public Traitor(Mind mind) : base(mind)
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{
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}
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public override string Name => "Traitor";
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public override void Greet()
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{
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base.Greet();
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var chat = IoCManager.Resolve<IChatManager>();
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chat.DispatchMessage(Mind.Session.ConnectedClient, ChatChannel.Server,
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"You're a traitor. Go fuck something up. Or something. I don't care to be honest.");
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}
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}
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}
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