# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
545 lines
19 KiB
C#
545 lines
19 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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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.Humanoid;
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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.Systems;
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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.Player;
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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 ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
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[Dependency] private readonly SharedPlayerSystem _player = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[ViewVariables]
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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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SubscribeLocalEvent<MindComponent, ComponentStartup>(OnMindStartup);
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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 OnMindStartup(EntityUid uid, MindComponent component, ComponentStartup args)
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{
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if (component.UserId == null)
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return;
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if (UserMinds.TryAdd(component.UserId.Value, uid))
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return;
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var existing = UserMinds[component.UserId.Value];
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if (existing == uid)
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return;
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if (!Exists(existing))
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{
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Log.Error($"Found deleted entity in mind dictionary while initializing mind {ToPrettyString(uid)}");
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UserMinds[component.UserId.Value] = uid;
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return;
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}
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Log.Error($"Encountered a user {component.UserId} that is already assigned to a mind while initializing mind {ToPrettyString(uid)}. Ignoring user field.");
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component.UserId = null;
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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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Log.Info($"Wiping all minds");
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foreach (var mind in UserMinds.Values.ToArray())
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{
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WipeMind(mind);
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}
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if (UserMinds.Count == 0)
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return;
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foreach (var mind in UserMinds.Values)
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{
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if (Exists(mind))
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Log.Error($"Failed to wipe mind: {ToPrettyString(mind)}");
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}
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UserMinds.Clear();
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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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public bool TryGetMind(NetUserId user, [NotNullWhen(true)] out Entity<MindComponent>? mind)
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{
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if (!TryGetMind(user, out var mindId, out var mindComp))
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{
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mind = null;
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return false;
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}
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mind = (mindId.Value, mindComp);
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return true;
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}
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public Entity<MindComponent> GetOrCreateMind(NetUserId user)
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{
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if (!TryGetMind(user, out var mind))
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mind = CreateMind(user);
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return mind.Value;
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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);
|
|
}
|
|
|
|
private void OnExamined(EntityUid uid, MindContainerComponent mindContainer, ExaminedEvent args)
|
|
{
|
|
if (!mindContainer.ShowExamineInfo || !args.IsInDetailsRange)
|
|
return;
|
|
|
|
// TODO predict we can't right now because session stuff isnt networked
|
|
if (_net.IsClient)
|
|
return;
|
|
|
|
var dead = _mobState.IsDead(uid);
|
|
var hasUserId = CompOrNull<MindComponent>(mindContainer.Mind)?.UserId;
|
|
var hasSession = CompOrNull<MindComponent>(mindContainer.Mind)?.Session;
|
|
|
|
if (dead && hasUserId == null)
|
|
args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-dead-and-irrecoverable", ("ent", uid))}[/color]");
|
|
else if (dead && hasSession == null)
|
|
args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-dead-and-ssd", ("ent", uid))}[/color]");
|
|
else if (dead)
|
|
args.PushMarkup($"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", uid))}[/color]");
|
|
else if (hasUserId == null)
|
|
args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-catatonic", ("ent", uid))}[/color]");
|
|
else if (hasSession == null)
|
|
args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", uid))}[/color]");
|
|
}
|
|
|
|
private void OnSuicide(EntityUid uid, MindContainerComponent component, SuicideEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (TryComp(component.Mind, out MindComponent? mind) && mind.PreventSuicide)
|
|
{
|
|
args.BlockSuicideAttempt(true);
|
|
}
|
|
}
|
|
|
|
public EntityUid? GetMind(EntityUid uid, MindContainerComponent? mind = null)
|
|
{
|
|
if (!Resolve(uid, ref mind))
|
|
return null;
|
|
|
|
if (mind.HasMind)
|
|
return mind.Mind;
|
|
|
|
return null;
|
|
}
|
|
|
|
public Entity<MindComponent> CreateMind(NetUserId? userId, string? name = null, string? clownName = null, string? mimeName = null, string? borgName = null)
|
|
{
|
|
var mindId = Spawn(null, MapCoordinates.Nullspace);
|
|
_metadata.SetEntityName(mindId, name == null ? "mind" : $"mind ({name})");
|
|
var mind = EnsureComp<MindComponent>(mindId);
|
|
mind.CharacterName = name;
|
|
mind.ClownName = clownName;
|
|
mind.MimeName = mimeName;
|
|
mind.BorgName = borgName;
|
|
SetUserId(mindId, userId, mind);
|
|
|
|
return (mindId, mind);
|
|
}
|
|
|
|
/// <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>
|
|
public bool IsCharacterDeadPhysically(MindComponent mind)
|
|
{
|
|
// 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.)
|
|
|
|
if (mind.OwnedEntity == null)
|
|
return true;
|
|
|
|
// This can be null if they're deleted (spike / brain nom)
|
|
var targetMobState = EntityManager.GetComponentOrNull<MobStateComponent>(mind.OwnedEntity);
|
|
// 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 _mobState.IsDead(mind.OwnedEntity.Value, targetMobState);
|
|
}
|
|
|
|
public virtual void Visit(EntityUid mindId, EntityUid entity, MindComponent? mind = null)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the mind to its original entity.
|
|
/// </summary>
|
|
public virtual void UnVisit(EntityUid mindId, MindComponent? mind = null)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the mind to its original entity.
|
|
/// </summary>
|
|
public void UnVisit(ICommonSession? player)
|
|
{
|
|
if (player == null || !TryGetMind(player, out var mindId, out var mind))
|
|
return;
|
|
|
|
UnVisit(mindId, mind);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cleans up the VisitingEntity.
|
|
/// </summary>
|
|
/// <param name="mind"></param>
|
|
protected void RemoveVisitingEntity(EntityUid mindId, MindComponent mind)
|
|
{
|
|
if (mind.VisitingEntity == null)
|
|
return;
|
|
|
|
var oldVisitingEnt = mind.VisitingEntity.Value;
|
|
// Null this before removing the component to avoid any infinite loops.
|
|
mind.VisitingEntity = null;
|
|
|
|
if (TryComp(oldVisitingEnt, out VisitingMindComponent? visitComp))
|
|
{
|
|
visitComp.MindId = null;
|
|
RemCompDeferred(oldVisitingEnt, visitComp);
|
|
}
|
|
|
|
Dirty(mindId, mind);
|
|
RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage(), true);
|
|
}
|
|
|
|
public void WipeMind(ICommonSession player)
|
|
{
|
|
var mind = _player.ContentData(player)?.Mind;
|
|
DebugTools.Assert(GetMind(player.UserId) == mind);
|
|
WipeMind(mind);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detaches a mind from all entities and clears the user ID.
|
|
/// </summary>
|
|
public void WipeMind(EntityUid? mindId, MindComponent? mind = null)
|
|
{
|
|
if (mindId == null || !Resolve(mindId.Value, ref mind, false))
|
|
return;
|
|
|
|
TransferTo(mindId.Value, null, createGhost:false, mind: mind);
|
|
SetUserId(mindId.Value, null, mind: mind);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transfer this mind's control over to a new entity.
|
|
/// </summary>
|
|
/// <param name="mindId">The mind to transfer</param>
|
|
/// <param name="entity">
|
|
/// The entity to control.
|
|
/// Can be null, in which case it will simply detach the mind from any entity.
|
|
/// </param>
|
|
/// <param name="ghostCheckOverride">
|
|
/// If true, skips ghost check for Visiting Entity
|
|
/// </param>
|
|
/// <exception cref="ArgumentException">
|
|
/// Thrown if <paramref name="entity"/> is already controlled by another player.
|
|
/// </exception>
|
|
public virtual void TransferTo(EntityUid mindId, EntityUid? entity, bool ghostCheckOverride = false, bool createGhost = true, MindComponent? mind = null)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to create and add an objective from its prototype id.
|
|
/// </summary>
|
|
/// <returns>Returns true if adding the objective succeeded.</returns>
|
|
public bool TryAddObjective(EntityUid mindId, MindComponent mind, string proto)
|
|
{
|
|
var objective = _objectives.TryCreateObjective(mindId, mind, proto);
|
|
if (objective == null)
|
|
return false;
|
|
|
|
AddObjective(mindId, mind, objective.Value);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds an objective that already exists, and is assumed to have had its requirements checked.
|
|
/// </summary>
|
|
public void AddObjective(EntityUid mindId, MindComponent mind, EntityUid objective)
|
|
{
|
|
var title = Name(objective);
|
|
_adminLogger.Add(LogType.Mind, LogImpact.Low, $"Objective {objective} ({title}) added to mind of {MindOwnerLoggingString(mind)}");
|
|
mind.Objectives.Add(objective);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes an objective from this mind.
|
|
/// </summary>
|
|
/// <returns>Returns true if the removal succeeded.</returns>
|
|
public bool TryRemoveObjective(EntityUid mindId, MindComponent mind, int index)
|
|
{
|
|
if (index < 0 || index >= mind.Objectives.Count)
|
|
return false;
|
|
|
|
var objective = mind.Objectives[index];
|
|
|
|
var title = Name(objective);
|
|
_adminLogger.Add(LogType.Mind, LogImpact.Low, $"Objective {objective} ({title}) removed from the mind of {MindOwnerLoggingString(mind)}");
|
|
mind.Objectives.Remove(objective);
|
|
Del(objective);
|
|
return true;
|
|
}
|
|
|
|
public bool TryGetObjectiveComp<T>(EntityUid uid, [NotNullWhen(true)] out T? objective) where T : IComponent
|
|
{
|
|
if (TryGetMind(uid, out var mindId, out var mind) && TryGetObjectiveComp(mindId, out objective, mind))
|
|
{
|
|
return true;
|
|
}
|
|
objective = default;
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetObjectiveComp<T>(EntityUid mindId, [NotNullWhen(true)] out T? objective, MindComponent? mind = null) where T : IComponent
|
|
{
|
|
if (Resolve(mindId, ref mind))
|
|
{
|
|
var query = GetEntityQuery<T>();
|
|
foreach (var uid in mind.AllObjectives)
|
|
{
|
|
if (query.TryGetComponent(uid, out objective))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
objective = default;
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetSession(EntityUid? mindId, [NotNullWhen(true)] out ICommonSession? session)
|
|
{
|
|
session = null;
|
|
return TryComp(mindId, out MindComponent? mind) && (session = mind.Session) != null;
|
|
}
|
|
|
|
/// <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,
|
|
VisitingMindComponent? visitingmind = null)
|
|
{
|
|
mindId = default;
|
|
mind = null;
|
|
|
|
if (!Resolve(uid, ref container, false))
|
|
return false;
|
|
|
|
if (!container.HasMind)
|
|
{
|
|
// The container has no mind. Check for a visiting mind...
|
|
if (!Resolve(uid, ref visitingmind, false))
|
|
return false;
|
|
|
|
mindId = visitingmind.MindId ?? default;
|
|
return TryComp(mindId, out mind);
|
|
}
|
|
|
|
mindId = container.Mind ?? default;
|
|
return TryComp(mindId, out mind);
|
|
}
|
|
|
|
public bool TryGetMind(
|
|
ContentPlayerData contentPlayer,
|
|
out EntityUid mindId,
|
|
[NotNullWhen(true)] out MindComponent? mind)
|
|
{
|
|
mindId = contentPlayer.Mind ?? default;
|
|
return TryComp(mindId, out mind);
|
|
}
|
|
|
|
public bool TryGetMind(
|
|
ICommonSession? player,
|
|
out EntityUid mindId,
|
|
[NotNullWhen(true)] out MindComponent? mind)
|
|
{
|
|
mindId = default;
|
|
mind = null;
|
|
if (_player.ContentData(player) is not { } data)
|
|
return false;
|
|
|
|
if (TryGetMind(data, out mindId, out mind))
|
|
return true;
|
|
|
|
DebugTools.AssertNull(data.Mind);
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a role component from a player's mind.
|
|
/// </summary>
|
|
/// <returns>Whether a role was found</returns>
|
|
public bool TryGetRole<T>(EntityUid user, [NotNullWhen(true)] out T? role) where T : IComponent
|
|
{
|
|
role = default;
|
|
if (!TryComp<MindContainerComponent>(user, out var mindContainer) || mindContainer.Mind == null)
|
|
return false;
|
|
|
|
return TryComp(mindContainer.Mind, out role);
|
|
}
|
|
|
|
/// <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>
|
|
/// Returns a list of every living humanoid player's minds, except for a single one which is exluded.
|
|
/// </summary>
|
|
public List<EntityUid> GetAliveHumansExcept(EntityUid exclude)
|
|
{
|
|
var mindQuery = EntityQuery<MindComponent>();
|
|
|
|
var allHumans = new List<EntityUid>();
|
|
// HumanoidAppearanceComponent is used to prevent mice, pAIs, etc from being chosen
|
|
var query = EntityQueryEnumerator<MindContainerComponent, MobStateComponent, HumanoidAppearanceComponent>();
|
|
while (query.MoveNext(out var uid, out var mc, out var mobState, out _))
|
|
{
|
|
// the player needs to have a mind and not be the excluded one
|
|
if (mc.Mind == null || mc.Mind == exclude)
|
|
continue;
|
|
|
|
// the player has to be alive
|
|
if (_mobState.IsAlive(uid, mobState))
|
|
allHumans.Add(mc.Mind.Value);
|
|
}
|
|
|
|
return allHumans;
|
|
}
|
|
}
|
|
|
|
/// <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);
|