Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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#nullable enable
using Content.Server.Administration;
using Content.Server.AI.Components;
using Content.Server.Mind.Components;
using Content.Shared.Administration;
using Content.Shared.Emoting;
using Content.Shared.Movement.Components;
using Content.Shared.Speech;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.Mind.Commands
{
[AdminCommand(AdminFlags.Fun)]
public class MakeSentientCommand : IConsoleCommand
{
public string Command => "makesentient";
public string Description => "Makes an entity sentient (able to be controlled by a player)";
public string Help => "makesentient <entity id>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 1)
{
shell.WriteLine("Wrong number of arguments.");
return;
}
if (!int.TryParse(args[0], out var id))
{
shell.WriteLine("Invalid argument.");
return;
}
var entId = new EntityUid(id);
var entityManager = IoCManager.Resolve<IEntityManager>();
if (!entityManager.TryGetEntity(entId, out var entity) || entity.Deleted)
{
shell.WriteLine("Invalid entity specified!");
return;
}
MakeSentient(entity);
}
public static void MakeSentient(IEntity entity)
{
if(entity.HasComponent<AiControllerComponent>())
entity.RemoveComponent<AiControllerComponent>();
// Delay spawning these components to avoid race conditions with the deferred removal of AiController.
Timer.Spawn(100, () =>
{
entity.EnsureComponent<MindComponent>();
entity.EnsureComponent<SharedPlayerInputMoverComponent>();
entity.EnsureComponent<SharedPlayerMobMoverComponent>();
entity.EnsureComponent<SharedSpeechComponent>();
entity.EnsureComponent<SharedEmotingComponent>();
});
}
}
}

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using System.Text;
using Content.Server.Administration;
using Content.Server.Players;
using Content.Shared.Administration;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.IoC;
namespace Content.Server.Mind.Commands
{
[AdminCommand(AdminFlags.Admin)]
public class MindInfoCommand : IConsoleCommand
{
public string Command => "mindinfo";
public string Description => "Lists info for the mind of a specific player.";
public string Help => "mindinfo <session ID>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 1)
{
shell.WriteLine("Expected exactly 1 argument.");
return;
}
var mgr = IoCManager.Resolve<IPlayerManager>();
if (!mgr.TryGetSessionByUsername(args[0], out var data))
{
shell.WriteLine("Can't find that mind");
return;
}
var mind = data.ContentData()?.Mind;
if (mind == null)
{
shell.WriteLine("Can't find that mind");
return;
}
var builder = new StringBuilder();
builder.AppendFormat("player: {0}, mob: {1}\nroles: ", mind.UserId, mind.OwnedComponent?.Owner?.Uid);
foreach (var role in mind.AllRoles)
{
builder.AppendFormat("{0} ", role.Name);
}
shell.WriteLine(builder.ToString());
}
}
}

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#nullable enable
using Content.Server.GameTicking;
using Content.Server.Ghost.Components;
using Content.Shared.Examine;
using Content.Shared.MobState;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.Mind.Components
{
/// <summary>
/// Stores a <see cref="Server.Mind.Mind"/> on a mob.
/// </summary>
[RegisterComponent]
public class MindComponent : Component, IExamine
{
/// <inheritdoc />
public override string Name => "Mind";
/// <summary>
/// The mind controlling this mob. Can be null.
/// </summary>
[ViewVariables]
public Mind? Mind { get; private set; }
/// <summary>
/// True if we have a mind, false otherwise.
/// </summary>
[ViewVariables]
public bool HasMind => Mind != null;
/// <summary>
/// Whether examining should show information about the mind or not.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("showExamineInfo")]
public bool ShowExamineInfo { get; set; }
/// <summary>
/// Whether the mind will be put on a ghost after this component is shutdown.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("ghostOnShutdown")]
public bool GhostOnShutdown { get; set; } = true;
/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalEjectMind()
{
if (!Deleted)
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new MindRemovedMessage());
Mind = null;
}
/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalAssignMind(Mind value)
{
Mind = value;
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new MindAddedMessage());
}
protected override void Shutdown()
{
base.Shutdown();
// Let's not create ghosts if not in the middle of the round.
if (IoCManager.Resolve<IGameTicker>().RunLevel != GameRunLevel.InRound)
return;
if (HasMind)
{
var visiting = Mind?.VisitingEntity;
if (visiting != null)
{
if (visiting.TryGetComponent(out GhostComponent? ghost))
{
ghost.CanReturnToBody = false;
}
Mind!.TransferTo(visiting);
}
else if (GhostOnShutdown)
{
var spawnPosition = Owner.Transform.Coordinates;
// Use a regular timer here because the entity has probably been deleted.
Timer.Spawn(0, () =>
{
// Async this so that we don't throw if the grid we're on is being deleted.
var mapMan = IoCManager.Resolve<IMapManager>();
var gridId = spawnPosition.GetGridId(Owner.EntityManager);
if (gridId == GridId.Invalid || !mapMan.GridExists(gridId))
{
spawnPosition = IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
}
var ghost = Owner.EntityManager.SpawnEntity("MobObserver", spawnPosition);
var ghostComponent = ghost.GetComponent<GhostComponent>();
ghostComponent.CanReturnToBody = false;
if (Mind != null)
{
ghost.Name = Mind.CharacterName ?? string.Empty;
Mind.TransferTo(ghost);
}
});
}
}
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
if (!ShowExamineInfo || !inDetailsRange)
{
return;
}
var dead =
Owner.TryGetComponent<IMobStateComponent>(out var state) &&
state.IsDead();
if (!HasMind)
{
var aliveText =
$"[color=purple]{Loc.GetString("comp-mind-examined-catatonic", ("ent", Owner))}[/color]";
var deadText = $"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", Owner))}[/color]";
message.AddMarkup(dead ? deadText : aliveText);
}
else if (Mind?.Session == null)
{
if (dead) return;
var text =
$"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", Owner))}[/color]";
message.AddMarkup(text);
}
}
}
public class MindRemovedMessage : EntityEventArgs
{
}
public class MindAddedMessage : EntityEventArgs
{
}
}

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#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Content.Server.Mind.Components
{
[RegisterComponent]
public sealed class VisitingMindComponent : Component
{
public override string Name => "VisitingMind";
[ViewVariables] public Mind Mind { get; set; } = default!;
public override void OnRemove()
{
base.OnRemove();
Mind?.UnVisit();
}
}
public class MindUnvisitedMessage : EntityEventArgs
{
}
}

371
Content.Server/Mind/Mind.cs Normal file
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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Ghost.Components;
using Content.Server.Mind.Components;
using Content.Server.Objectives;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Shared.MobState;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.Mind
{
/// <summary>
/// A mind represents the IC "mind" of a player. Stores roles currently.
/// </summary>
/// <remarks>
/// Think of it like this: if a player is supposed to have their memories,
/// their mind follows along.
///
/// Things such as respawning do not follow, because you're a new character.
/// Getting borged, cloned, turned into a catbeast, etc... will keep it following you.
/// </remarks>
public sealed class Mind
{
private readonly ISet<Role> _roles = new HashSet<Role>();
private readonly List<Objective> _objectives = new();
/// <summary>
/// Creates the new mind attached to a specific player session.
/// </summary>
/// <param name="userId">The session ID of the owning player.</param>
public Mind(NetUserId userId)
{
UserId = userId;
}
// TODO: This session should be able to be changed, probably.
/// <summary>
/// The session ID of the player owning this mind.
/// </summary>
[ViewVariables]
public NetUserId? UserId { get; private set; }
[ViewVariables]
public bool IsVisitingEntity => VisitingEntity != null;
[ViewVariables]
public IEntity? VisitingEntity { get; private set; }
[ViewVariables] public IEntity? CurrentEntity => VisitingEntity ?? OwnedEntity;
[ViewVariables(VVAccess.ReadWrite)]
public string? CharacterName { get; set; }
/// <summary>
/// The component currently owned by this mind.
/// Can be null.
/// </summary>
[ViewVariables]
public MindComponent? OwnedComponent { get; private set; }
/// <summary>
/// The entity currently owned by this mind.
/// Can be null.
/// </summary>
[ViewVariables]
public IEntity? OwnedEntity => OwnedComponent?.Owner;
/// <summary>
/// An enumerable over all the roles this mind has.
/// </summary>
[ViewVariables]
public IEnumerable<Role> AllRoles => _roles;
/// <summary>
/// An enumerable over all the objectives this mind has.
/// </summary>
[ViewVariables]
public IEnumerable<Objective> AllObjectives => _objectives;
/// <summary>
/// The session of the player owning this mind.
/// Can be null, in which case the player is currently not logged in.
/// </summary>
[ViewVariables]
public IPlayerSession? Session
{
get
{
if (!UserId.HasValue)
{
return null;
}
var playerMgr = IoCManager.Resolve<IPlayerManager>();
playerMgr.TryGetSessionById(UserId.Value, out var ret);
return ret;
}
}
/// <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>
[ViewVariables]
public bool CharacterDeadIC => CharacterDeadPhysically;
/// <summary>
/// True if the OwnedEntity of this mind is physically dead.
/// This specific definition, as opposed to CharacterDeadIC, is used to determine if ghosting should allow return.
/// </summary>
[ViewVariables]
public bool CharacterDeadPhysically
{
get
{
// This is written explicitly so that the logic can be understood.
// But it's also weird and potentially situational.
// Specific considerations when updating this:
// + Does being turned into a borg (if/when implemented) count as dead?
// *If not, add specific conditions to users of this property where applicable.*
// + Is being transformed into a donut 'dead'?
// TODO: Consider changing the way ghost roles work.
// Mind is an *IC* mind, therefore ghost takeover is IC revival right now.
// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
// This can be null if they're deleted (spike / brain nom)
if (OwnedEntity == null)
return true;
var targetMobState = OwnedEntity.GetComponentOrNull<IMobStateComponent>();
// This can be null if it's a brain (this happens very often)
// Brains are the result of gibbing so should definitely count as dead
if (targetMobState == null)
return true;
// They might actually be alive.
return targetMobState.IsDead();
}
}
/// <summary>
/// Gives this mind a new role.
/// </summary>
/// <param name="role">The type of the role to give.</param>
/// <returns>The instance of the role.</returns>
/// <exception cref="ArgumentException">
/// Thrown if we already have a role with this type.
/// </exception>
public Role AddRole(Role role)
{
if (_roles.Contains(role))
{
throw new ArgumentException($"We already have this role: {role}");
}
_roles.Add(role);
role.Greet();
var message = new RoleAddedMessage(role);
OwnedEntity?.SendMessage(OwnedComponent, message);
return role;
}
/// <summary>
/// Removes a role from this mind.
/// </summary>
/// <param name="role">The type of the role to remove.</param>
/// <exception cref="ArgumentException">
/// Thrown if we do not have this role.
/// </exception>
public void RemoveRole(Role role)
{
if (!_roles.Contains(role))
{
throw new ArgumentException($"We do not have this role: {role}");
}
_roles.Remove(role);
var message = new RoleRemovedMessage(role);
OwnedEntity?.SendMessage(OwnedComponent, message);
}
public bool HasRole<T>() where T : Role
{
var t = typeof(T);
return _roles.Any(role => role.GetType() == t);
}
/// <summary>
/// Adds an objective to this mind.
/// </summary>
public bool TryAddObjective(ObjectivePrototype objectivePrototype)
{
if (!objectivePrototype.CanBeAssigned(this))
return false;
var objective = objectivePrototype.GetObjective(this);
if (_objectives.Contains(objective))
return false;
_objectives.Add(objective);
return true;
}
/// <summary>
/// Removes an objective to this mind.
/// </summary>
/// <returns>Returns true if the removal succeeded.</returns>
public bool TryRemoveObjective(int index)
{
if (_objectives.Count >= index) return false;
var objective = _objectives[index];
_objectives.Remove(objective);
return true;
}
/// <summary>
/// Transfer this mind's control over to a new entity.
/// </summary>
/// <param name="entity">
/// The entity to control.
/// Can be null, in which case it will simply detach the mind from any entity.
/// </param>
/// <exception cref="ArgumentException">
/// Thrown if <paramref name="entity"/> is already owned by another mind.
/// </exception>
public void TransferTo(IEntity? entity)
{
MindComponent? component = null;
var alreadyAttached = false;
if (entity != null)
{
if (!entity.TryGetComponent(out component))
{
component = entity.AddComponent<MindComponent>();
}
else if (component.HasMind)
{
// TODO: Kick them out, maybe?
throw new ArgumentException("That entity already has a mind.", nameof(entity));
}
if (entity.TryGetComponent(out ActorComponent? actor))
{
// Happens when transferring to your currently visited entity.
if (actor.PlayerSession != Session)
{
throw new ArgumentException("Visit target already has a session.", nameof(entity));
}
alreadyAttached = true;
}
}
OwnedComponent?.InternalEjectMind();
OwnedComponent = component;
OwnedComponent?.InternalAssignMind(this);
if (VisitingEntity?.HasComponent<GhostComponent>() == false)
VisitingEntity = null;
// Player is CURRENTLY connected.
if (Session != null && !alreadyAttached && VisitingEntity == null)
{
Session.AttachToEntity(entity);
Logger.Info($"Session {Session.Name} transferred to entity {entity}.");
}
}
public void RemoveOwningPlayer()
{
UserId = null;
}
public void ChangeOwningPlayer(NetUserId? newOwner)
{
var playerMgr = IoCManager.Resolve<IPlayerManager>();
PlayerData? newOwnerData = null;
if (newOwner.HasValue)
{
if (!playerMgr.TryGetPlayerData(newOwner.Value, out var uncast))
{
// This restriction is because I'm too lazy to initialize the player data
// for a client that hasn't logged in yet.
// Go ahead and remove it if you need.
throw new ArgumentException("new owner must have previously logged into the server.");
}
newOwnerData = uncast.ContentData();
}
// Make sure to remove control from our old owner if they're logged in.
var oldSession = Session;
oldSession?.AttachToEntity(null);
if (UserId.HasValue)
{
var data = playerMgr.GetPlayerData(UserId.Value).ContentData();
DebugTools.AssertNotNull(data);
data!.Mind = null;
}
UserId = newOwner;
if (!newOwner.HasValue)
{
return;
}
// Yank new owner out of their old mind too.
// Can I mention how much I love the word yank?
DebugTools.AssertNotNull(newOwnerData);
newOwnerData!.Mind?.ChangeOwningPlayer(null);
newOwnerData.Mind = this;
}
public void Visit(IEntity entity)
{
Session?.AttachToEntity(entity);
VisitingEntity = entity;
var comp = entity.AddComponent<VisitingMindComponent>();
comp.Mind = this;
Logger.Info($"Session {Session?.Name} visiting entity {entity}.");
}
public void UnVisit()
{
if (!IsVisitingEntity)
{
return;
}
Session?.AttachToEntity(OwnedEntity);
var oldVisitingEnt = VisitingEntity;
// Null this before removing the component to avoid any infinite loops.
VisitingEntity = null;
DebugTools.AssertNotNull(oldVisitingEnt);
if (oldVisitingEnt!.HasComponent<VisitingMindComponent>())
{
oldVisitingEnt.RemoveComponent<VisitingMindComponent>();
}
oldVisitingEnt.EntityManager.EventBus.RaiseLocalEvent(oldVisitingEnt.Uid, new MindUnvisitedMessage());
}
public bool TryGetSession([NotNullWhen(true)] out IPlayerSession? session)
{
return (session = Session) != null;
}
}
}

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using Content.Server.GameTicking;
using Content.Server.Players;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Mind
{
internal static class MindHelpers
{
internal static void SendToGhost(this IEntity entity, bool canReturn=false)
{
var mind = entity.PlayerSession()?.ContentData()?.Mind;
if (mind == null) return;
IoCManager.Resolve<IGameTicker>().OnGhostAttempt(mind, canReturn);
}
}
}

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using Content.Server.Mind.Components;
using Content.Server.Players;
using Content.Shared.Verbs;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.Mind.Verbs
{
[GlobalVerb]
public class ControlMobVerb : GlobalVerb
{
public override bool RequireInteractionRange => false;
public override bool BlockedByContainers => false;
public override void GetData(IEntity user, IEntity target, VerbData data)
{
data.Visibility = VerbVisibility.Invisible;
var groupController = IoCManager.Resolve<IConGroupController>();
if (user == target)
{
return;
}
if (user.TryGetComponent<ActorComponent>(out var player))
{
if (!user.HasComponent<MindComponent>() || !target.HasComponent<MindComponent>())
{
return;
}
if (groupController.CanCommand(player.PlayerSession, "controlmob"))
{
data.Visibility = VerbVisibility.Visible;
data.Text = Loc.GetString("Control Mob");
data.CategoryData = VerbCategories.Debug;
}
}
}
public override void Activate(IEntity user, IEntity target)
{
var groupController = IoCManager.Resolve<IConGroupController>();
var player = user.GetComponent<ActorComponent>().PlayerSession;
if (!groupController.CanCommand(player, "controlmob"))
{
return;
}
var userMind = player.ContentData()?.Mind;
var targetMind = target.GetComponent<MindComponent>();
targetMind.Mind?.TransferTo(null);
userMind?.TransferTo(target);
}
}
}

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using Content.Server.Mind.Commands;
using Content.Server.Mind.Components;
using Content.Shared.Verbs;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.Mind.Verbs
{
[GlobalVerb]
public class MakeSentientVerb : GlobalVerb
{
public override bool RequireInteractionRange => false;
public override bool BlockedByContainers => false;
public override void GetData(IEntity user, IEntity target, VerbData data)
{
data.Visibility = VerbVisibility.Invisible;
var groupController = IoCManager.Resolve<IConGroupController>();
if (user == target || target.HasComponent<MindComponent>())
return;
var player = user.GetComponent<ActorComponent>().PlayerSession;
if (groupController.CanCommand(player, "makesentient"))
{
data.Visibility = VerbVisibility.Visible;
data.Text = Loc.GetString("Make Sentient");
data.CategoryData = VerbCategories.Debug;
data.IconTexture = "/Textures/Interface/VerbIcons/sentient.svg.192dpi.png";
}
}
public override void Activate(IEntity user, IEntity target)
{
var groupController = IoCManager.Resolve<IConGroupController>();
var player = user.GetComponent<ActorComponent>().PlayerSession;
if (!groupController.CanCommand(player, "makesentient"))
return;
var host = IoCManager.Resolve<IServerConsoleHost>();
var cmd = new MakeSentientCommand();
var uidStr = target.Uid.ToString();
cmd.Execute(new ConsoleShell(host, player), $"{cmd.Command} {uidStr}",
new[] {uidStr});
}
}
}