Namespace cleanup around Mind Roles (#30965)

* namespaces

* Comment does not need a semicolon

---------

Co-authored-by: Vasilis <vascreeper@yahoo.com>
This commit is contained in:
Errant
2024-08-15 20:26:57 +02:00
committed by GitHub
parent f523df821a
commit 40b9fd4ea3
14 changed files with 2356 additions and 2370 deletions

View File

@@ -7,67 +7,66 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Maths; using Robust.Shared.Maths;
namespace Content.Client.Administration namespace Content.Client.Administration;
internal sealed class AdminNameOverlay : Overlay
{ {
internal sealed class AdminNameOverlay : Overlay private readonly AdminSystem _system;
private readonly IEntityManager _entityManager;
private readonly IEyeManager _eyeManager;
private readonly EntityLookupSystem _entityLookup;
private readonly Font _font;
public AdminNameOverlay(AdminSystem system, IEntityManager entityManager, IEyeManager eyeManager, IResourceCache resourceCache, EntityLookupSystem entityLookup)
{ {
private readonly AdminSystem _system; _system = system;
private readonly IEntityManager _entityManager; _entityManager = entityManager;
private readonly IEyeManager _eyeManager; _eyeManager = eyeManager;
private readonly EntityLookupSystem _entityLookup; _entityLookup = entityLookup;
private readonly Font _font; ZIndex = 200;
_font = new VectorFont(resourceCache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
}
public AdminNameOverlay(AdminSystem system, IEntityManager entityManager, IEyeManager eyeManager, IResourceCache resourceCache, EntityLookupSystem entityLookup) public override OverlaySpace Space => OverlaySpace.ScreenSpace;
protected override void Draw(in OverlayDrawArgs args)
{
var viewport = args.WorldAABB;
foreach (var playerInfo in _system.PlayerList)
{ {
_system = system; var entity = _entityManager.GetEntity(playerInfo.NetEntity);
_entityManager = entityManager;
_eyeManager = eyeManager;
_entityLookup = entityLookup;
ZIndex = 200;
_font = new VectorFont(resourceCache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
}
public override OverlaySpace Space => OverlaySpace.ScreenSpace; // Otherwise the entity can not exist yet
if (entity == null || !_entityManager.EntityExists(entity))
protected override void Draw(in OverlayDrawArgs args)
{
var viewport = args.WorldAABB;
foreach (var playerInfo in _system.PlayerList)
{ {
var entity = _entityManager.GetEntity(playerInfo.NetEntity); continue;
// Otherwise the entity can not exist yet
if (entity == null || !_entityManager.EntityExists(entity))
{
continue;
}
// if not on the same map, continue
if (_entityManager.GetComponent<TransformComponent>(entity.Value).MapID != args.MapId)
{
continue;
}
var aabb = _entityLookup.GetWorldAABB(entity.Value);
// if not on screen, continue
if (!aabb.Intersects(in viewport))
{
continue;
}
var lineoffset = new Vector2(0f, 11f);
var screenCoordinates = _eyeManager.WorldToScreen(aabb.Center +
new Angle(-_eyeManager.CurrentEye.Rotation).RotateVec(
aabb.TopRight - aabb.Center)) + new Vector2(1f, 7f);
if (playerInfo.Antag)
{
args.ScreenHandle.DrawString(_font, screenCoordinates + (lineoffset * 2), "ANTAG", Color.OrangeRed);
}
args.ScreenHandle.DrawString(_font, screenCoordinates+lineoffset, playerInfo.Username, playerInfo.Connected ? Color.Yellow : Color.White);
args.ScreenHandle.DrawString(_font, screenCoordinates, playerInfo.CharacterName, playerInfo.Connected ? Color.Aquamarine : Color.White);
} }
// if not on the same map, continue
if (_entityManager.GetComponent<TransformComponent>(entity.Value).MapID != args.MapId)
{
continue;
}
var aabb = _entityLookup.GetWorldAABB(entity.Value);
// if not on screen, continue
if (!aabb.Intersects(in viewport))
{
continue;
}
var lineoffset = new Vector2(0f, 11f);
var screenCoordinates = _eyeManager.WorldToScreen(aabb.Center +
new Angle(-_eyeManager.CurrentEye.Rotation).RotateVec(
aabb.TopRight - aabb.Center)) + new Vector2(1f, 7f);
if (playerInfo.Antag)
{
args.ScreenHandle.DrawString(_font, screenCoordinates + (lineoffset * 2), "ANTAG", Color.OrangeRed);
}
args.ScreenHandle.DrawString(_font, screenCoordinates+lineoffset, playerInfo.Username, playerInfo.Connected ? Color.Yellow : Color.White);
args.ScreenHandle.DrawString(_font, screenCoordinates, playerInfo.CharacterName, playerInfo.Connected ? Color.Aquamarine : Color.White);
} }
} }
} }

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@@ -10,220 +10,219 @@ using Robust.Client.UserInterface.XAML;
using static Content.Client.Administration.UI.Tabs.PlayerTab.PlayerTabHeader; using static Content.Client.Administration.UI.Tabs.PlayerTab.PlayerTabHeader;
using static Robust.Client.UserInterface.Controls.BaseButton; using static Robust.Client.UserInterface.Controls.BaseButton;
namespace Content.Client.Administration.UI.Tabs.PlayerTab namespace Content.Client.Administration.UI.Tabs.PlayerTab;
[GenerateTypedNameReferences]
public sealed partial class PlayerTab : Control
{ {
[GenerateTypedNameReferences] [Dependency] private readonly IEntityManager _entManager = default!;
public sealed partial class PlayerTab : Control [Dependency] private readonly IPlayerManager _playerMan = default!;
private const string ArrowUp = "↑";
private const string ArrowDown = "↓";
private readonly Color _altColor = Color.FromHex("#292B38");
private readonly Color _defaultColor = Color.FromHex("#2F2F3B");
private readonly AdminSystem _adminSystem;
private IReadOnlyList<PlayerInfo> _players = new List<PlayerInfo>();
private Header _headerClicked = Header.Username;
private bool _ascending = true;
private bool _showDisconnected;
public event Action<GUIBoundKeyEventArgs, ListData>? OnEntryKeyBindDown;
public PlayerTab()
{ {
[Dependency] private readonly IEntityManager _entManager = default!; IoCManager.InjectDependencies(this);
[Dependency] private readonly IPlayerManager _playerMan = default!; RobustXamlLoader.Load(this);
private const string ArrowUp = "↑"; _adminSystem = _entManager.System<AdminSystem>();
private const string ArrowDown = "↓"; _adminSystem.PlayerListChanged += RefreshPlayerList;
private readonly Color _altColor = Color.FromHex("#292B38"); _adminSystem.OverlayEnabled += OverlayEnabled;
private readonly Color _defaultColor = Color.FromHex("#2F2F3B"); _adminSystem.OverlayDisabled += OverlayDisabled;
private readonly AdminSystem _adminSystem;
private IReadOnlyList<PlayerInfo> _players = new List<PlayerInfo>();
private Header _headerClicked = Header.Username; OverlayButton.OnPressed += OverlayButtonPressed;
private bool _ascending = true; ShowDisconnectedButton.OnPressed += ShowDisconnectedPressed;
private bool _showDisconnected;
public event Action<GUIBoundKeyEventArgs, ListData>? OnEntryKeyBindDown; ListHeader.BackgroundColorPanel.PanelOverride = new StyleBoxFlat(_altColor);
ListHeader.OnHeaderClicked += HeaderClicked;
public PlayerTab() SearchList.SearchBar = SearchLineEdit;
{ SearchList.GenerateItem += GenerateButton;
IoCManager.InjectDependencies(this); SearchList.DataFilterCondition += DataFilterCondition;
RobustXamlLoader.Load(this); SearchList.ItemKeyBindDown += (args, data) => OnEntryKeyBindDown?.Invoke(args, data);
_adminSystem = _entManager.System<AdminSystem>(); RefreshPlayerList(_adminSystem.PlayerList);
_adminSystem.PlayerListChanged += RefreshPlayerList;
_adminSystem.OverlayEnabled += OverlayEnabled;
_adminSystem.OverlayDisabled += OverlayDisabled;
OverlayButton.OnPressed += OverlayButtonPressed;
ShowDisconnectedButton.OnPressed += ShowDisconnectedPressed;
ListHeader.BackgroundColorPanel.PanelOverride = new StyleBoxFlat(_altColor);
ListHeader.OnHeaderClicked += HeaderClicked;
SearchList.SearchBar = SearchLineEdit;
SearchList.GenerateItem += GenerateButton;
SearchList.DataFilterCondition += DataFilterCondition;
SearchList.ItemKeyBindDown += (args, data) => OnEntryKeyBindDown?.Invoke(args, data);
RefreshPlayerList(_adminSystem.PlayerList);
}
#region Antag Overlay
private void OverlayEnabled()
{
OverlayButton.Pressed = true;
}
private void OverlayDisabled()
{
OverlayButton.Pressed = false;
}
private void OverlayButtonPressed(ButtonEventArgs args)
{
if (args.Button.Pressed)
{
_adminSystem.AdminOverlayOn();
}
else
{
_adminSystem.AdminOverlayOff();
}
}
#endregion
private void ShowDisconnectedPressed(ButtonEventArgs args)
{
_showDisconnected = args.Button.Pressed;
RefreshPlayerList(_players);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_adminSystem.PlayerListChanged -= RefreshPlayerList;
_adminSystem.OverlayEnabled -= OverlayEnabled;
_adminSystem.OverlayDisabled -= OverlayDisabled;
OverlayButton.OnPressed -= OverlayButtonPressed;
ListHeader.OnHeaderClicked -= HeaderClicked;
}
}
#region ListContainer
private void RefreshPlayerList(IReadOnlyList<PlayerInfo> players)
{
_players = players;
PlayerCount.Text = Loc.GetString("player-tab-player-count", ("count", _playerMan.PlayerCount));
var filteredPlayers = players.Where(info => _showDisconnected || info.Connected).ToList();
var sortedPlayers = new List<PlayerInfo>(filteredPlayers);
sortedPlayers.Sort(Compare);
UpdateHeaderSymbols();
SearchList.PopulateList(sortedPlayers.Select(info => new PlayerListData(info,
$"{info.Username} {info.CharacterName} {info.IdentityName} {info.StartingJob}"))
.ToList());
}
private void GenerateButton(ListData data, ListContainerButton button)
{
if (data is not PlayerListData { Info: var player})
return;
var entry = new PlayerTabEntry(player, new StyleBoxFlat(button.Index % 2 == 0 ? _altColor : _defaultColor));
button.AddChild(entry);
button.ToolTip = $"{player.Username}, {player.CharacterName}, {player.IdentityName}, {player.StartingJob}";
}
/// <summary>
/// Determines whether <paramref name="filter"/> is contained in <paramref name="listData"/>.FilteringString.
/// If all characters are lowercase, the comparison ignores case.
/// If there is an uppercase character, the comparison is case sensitive.
/// </summary>
/// <param name="filter"></param>
/// <param name="listData"></param>
/// <returns>Whether <paramref name="filter"/> is contained in <paramref name="listData"/>.FilteringString.</returns>
private bool DataFilterCondition(string filter, ListData listData)
{
if (listData is not PlayerListData {Info: var info, FilteringString: var playerString})
return false;
if (!_showDisconnected && !info.Connected)
return false;
if (IsAllLower(filter))
{
if (!playerString.Contains(filter, StringComparison.CurrentCultureIgnoreCase))
return false;
}
else
{
if (!playerString.Contains(filter))
return false;
}
return true;
}
private bool IsAllLower(string input)
{
foreach (var c in input)
{
if (char.IsLetter(c) && !char.IsLower(c))
return false;
}
return true;
}
#endregion
#region Header
private void UpdateHeaderSymbols()
{
ListHeader.ResetHeaderText();
ListHeader.GetHeader(_headerClicked).Text += $" {(_ascending ? ArrowUp : ArrowDown)}";
}
private int Compare(PlayerInfo x, PlayerInfo y)
{
if (!_ascending)
{
(x, y) = (y, x);
}
return _headerClicked switch
{
Header.Username => Compare(x.Username, y.Username),
Header.Character => Compare(x.CharacterName, y.CharacterName),
Header.Job => Compare(x.StartingJob, y.StartingJob),
Header.Antagonist => x.Antag.CompareTo(y.Antag),
Header.Playtime => TimeSpan.Compare(x.OverallPlaytime ?? default, y.OverallPlaytime ?? default),
_ => 1
};
}
private int Compare(string x, string y)
{
return string.Compare(x, y, StringComparison.OrdinalIgnoreCase);
}
private void HeaderClicked(Header header)
{
if (_headerClicked == header)
{
_ascending = !_ascending;
}
else
{
_headerClicked = header;
_ascending = true;
}
RefreshPlayerList(_adminSystem.PlayerList);
}
#endregion
} }
public record PlayerListData(PlayerInfo Info, string FilteringString) : ListData; #region Antag Overlay
private void OverlayEnabled()
{
OverlayButton.Pressed = true;
}
private void OverlayDisabled()
{
OverlayButton.Pressed = false;
}
private void OverlayButtonPressed(ButtonEventArgs args)
{
if (args.Button.Pressed)
{
_adminSystem.AdminOverlayOn();
}
else
{
_adminSystem.AdminOverlayOff();
}
}
#endregion
private void ShowDisconnectedPressed(ButtonEventArgs args)
{
_showDisconnected = args.Button.Pressed;
RefreshPlayerList(_players);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_adminSystem.PlayerListChanged -= RefreshPlayerList;
_adminSystem.OverlayEnabled -= OverlayEnabled;
_adminSystem.OverlayDisabled -= OverlayDisabled;
OverlayButton.OnPressed -= OverlayButtonPressed;
ListHeader.OnHeaderClicked -= HeaderClicked;
}
}
#region ListContainer
private void RefreshPlayerList(IReadOnlyList<PlayerInfo> players)
{
_players = players;
PlayerCount.Text = Loc.GetString("player-tab-player-count", ("count", _playerMan.PlayerCount));
var filteredPlayers = players.Where(info => _showDisconnected || info.Connected).ToList();
var sortedPlayers = new List<PlayerInfo>(filteredPlayers);
sortedPlayers.Sort(Compare);
UpdateHeaderSymbols();
SearchList.PopulateList(sortedPlayers.Select(info => new PlayerListData(info,
$"{info.Username} {info.CharacterName} {info.IdentityName} {info.StartingJob}"))
.ToList());
}
private void GenerateButton(ListData data, ListContainerButton button)
{
if (data is not PlayerListData { Info: var player})
return;
var entry = new PlayerTabEntry(player, new StyleBoxFlat(button.Index % 2 == 0 ? _altColor : _defaultColor));
button.AddChild(entry);
button.ToolTip = $"{player.Username}, {player.CharacterName}, {player.IdentityName}, {player.StartingJob}";
}
/// <summary>
/// Determines whether <paramref name="filter"/> is contained in <paramref name="listData"/>.FilteringString.
/// If all characters are lowercase, the comparison ignores case.
/// If there is an uppercase character, the comparison is case sensitive.
/// </summary>
/// <param name="filter"></param>
/// <param name="listData"></param>
/// <returns>Whether <paramref name="filter"/> is contained in <paramref name="listData"/>.FilteringString.</returns>
private bool DataFilterCondition(string filter, ListData listData)
{
if (listData is not PlayerListData {Info: var info, FilteringString: var playerString})
return false;
if (!_showDisconnected && !info.Connected)
return false;
if (IsAllLower(filter))
{
if (!playerString.Contains(filter, StringComparison.CurrentCultureIgnoreCase))
return false;
}
else
{
if (!playerString.Contains(filter))
return false;
}
return true;
}
private bool IsAllLower(string input)
{
foreach (var c in input)
{
if (char.IsLetter(c) && !char.IsLower(c))
return false;
}
return true;
}
#endregion
#region Header
private void UpdateHeaderSymbols()
{
ListHeader.ResetHeaderText();
ListHeader.GetHeader(_headerClicked).Text += $" {(_ascending ? ArrowUp : ArrowDown)}";
}
private int Compare(PlayerInfo x, PlayerInfo y)
{
if (!_ascending)
{
(x, y) = (y, x);
}
return _headerClicked switch
{
Header.Username => Compare(x.Username, y.Username),
Header.Character => Compare(x.CharacterName, y.CharacterName),
Header.Job => Compare(x.StartingJob, y.StartingJob),
Header.Antagonist => x.Antag.CompareTo(y.Antag),
Header.Playtime => TimeSpan.Compare(x.OverallPlaytime ?? default, y.OverallPlaytime ?? default),
_ => 1
};
}
private int Compare(string x, string y)
{
return string.Compare(x, y, StringComparison.OrdinalIgnoreCase);
}
private void HeaderClicked(Header header)
{
if (_headerClicked == header)
{
_ascending = !_ascending;
}
else
{
_headerClicked = header;
_ascending = true;
}
RefreshPlayerList(_adminSystem.PlayerList);
}
#endregion
} }
public record PlayerListData(PlayerInfo Info, string FilteringString) : ListData;

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@@ -5,71 +5,70 @@ using Content.Shared.Chat;
using Robust.Client.Console; using Robust.Client.Console;
using Robust.Shared.Utility; using Robust.Shared.Utility;
namespace Content.Client.Chat.Managers namespace Content.Client.Chat.Managers;
internal sealed class ChatManager : IChatManager
{ {
internal sealed class ChatManager : IChatManager [Dependency] private readonly IClientConsoleHost _consoleHost = default!;
[Dependency] private readonly IClientAdminManager _adminMgr = default!;
[Dependency] private readonly IEntitySystemManager _systems = default!;
private ISawmill _sawmill = default!;
public void Initialize()
{ {
[Dependency] private readonly IClientConsoleHost _consoleHost = default!; _sawmill = Logger.GetSawmill("chat");
[Dependency] private readonly IClientAdminManager _adminMgr = default!; _sawmill.Level = LogLevel.Info;
[Dependency] private readonly IEntitySystemManager _systems = default!; }
private ISawmill _sawmill = default!; public void SendMessage(string text, ChatSelectChannel channel)
{
public void Initialize() var str = text.ToString();
switch (channel)
{ {
_sawmill = Logger.GetSawmill("chat"); case ChatSelectChannel.Console:
_sawmill.Level = LogLevel.Info; // run locally
} _consoleHost.ExecuteCommand(text);
break;
public void SendMessage(string text, ChatSelectChannel channel) case ChatSelectChannel.LOOC:
{ _consoleHost.ExecuteCommand($"looc \"{CommandParsing.Escape(str)}\"");
var str = text.ToString(); break;
switch (channel)
{
case ChatSelectChannel.Console:
// run locally
_consoleHost.ExecuteCommand(text);
break;
case ChatSelectChannel.LOOC: case ChatSelectChannel.OOC:
_consoleHost.ExecuteCommand($"looc \"{CommandParsing.Escape(str)}\""); _consoleHost.ExecuteCommand($"ooc \"{CommandParsing.Escape(str)}\"");
break; break;
case ChatSelectChannel.OOC: case ChatSelectChannel.Admin:
_consoleHost.ExecuteCommand($"ooc \"{CommandParsing.Escape(str)}\""); _consoleHost.ExecuteCommand($"asay \"{CommandParsing.Escape(str)}\"");
break; break;
case ChatSelectChannel.Admin: case ChatSelectChannel.Emotes:
_consoleHost.ExecuteCommand($"asay \"{CommandParsing.Escape(str)}\""); _consoleHost.ExecuteCommand($"me \"{CommandParsing.Escape(str)}\"");
break; break;
case ChatSelectChannel.Emotes: case ChatSelectChannel.Dead:
_consoleHost.ExecuteCommand($"me \"{CommandParsing.Escape(str)}\""); if (_systems.GetEntitySystemOrNull<GhostSystem>() is {IsGhost: true})
break; goto case ChatSelectChannel.Local;
case ChatSelectChannel.Dead: if (_adminMgr.HasFlag(AdminFlags.Admin))
if (_systems.GetEntitySystemOrNull<GhostSystem>() is {IsGhost: true}) _consoleHost.ExecuteCommand($"dsay \"{CommandParsing.Escape(str)}\"");
goto case ChatSelectChannel.Local; else
_sawmill.Warning("Tried to speak on deadchat without being ghost or admin.");
break;
if (_adminMgr.HasFlag(AdminFlags.Admin)) // TODO sepearate radio and say into separate commands.
_consoleHost.ExecuteCommand($"dsay \"{CommandParsing.Escape(str)}\""); case ChatSelectChannel.Radio:
else case ChatSelectChannel.Local:
_sawmill.Warning("Tried to speak on deadchat without being ghost or admin."); _consoleHost.ExecuteCommand($"say \"{CommandParsing.Escape(str)}\"");
break; break;
// TODO sepearate radio and say into separate commands. case ChatSelectChannel.Whisper:
case ChatSelectChannel.Radio: _consoleHost.ExecuteCommand($"whisper \"{CommandParsing.Escape(str)}\"");
case ChatSelectChannel.Local: break;
_consoleHost.ExecuteCommand($"say \"{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.Whisper: default:
_consoleHost.ExecuteCommand($"whisper \"{CommandParsing.Escape(str)}\""); throw new ArgumentOutOfRangeException(nameof(channel), channel, null);
break;
default:
throw new ArgumentOutOfRangeException(nameof(channel), channel, null);
}
} }
} }
} }

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@@ -31,426 +31,425 @@ using Robust.Shared.Enums;
using Robust.Shared.Network; using Robust.Shared.Network;
using Robust.Shared.Player; using Robust.Shared.Player;
namespace Content.Server.Administration.Systems namespace Content.Server.Administration.Systems;
public sealed class AdminSystem : EntitySystem
{ {
public sealed class AdminSystem : EntitySystem [Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly SharedJobSystem _jobs = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MindSystem _minds = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly PlayTimeTrackingManager _playTime = default!;
[Dependency] private readonly SharedRoleSystem _role = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StationRecordsSystem _stationRecords = default!;
[Dependency] private readonly TransformSystem _transform = default!;
private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
/// <summary>
/// Set of players that have participated in this round.
/// </summary>
public IReadOnlySet<NetUserId> RoundActivePlayers => _roundActivePlayers;
private readonly HashSet<NetUserId> _roundActivePlayers = new();
public readonly PanicBunkerStatus PanicBunker = new();
public readonly BabyJailStatus BabyJail = new();
public override void Initialize()
{ {
[Dependency] private readonly IAdminManager _adminManager = default!; base.Initialize();
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly SharedJobSystem _jobs = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MindSystem _minds = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly PlayTimeTrackingManager _playTime = default!;
[Dependency] private readonly SharedRoleSystem _role = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StationRecordsSystem _stationRecords = default!;
[Dependency] private readonly TransformSystem _transform = default!;
private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new(); _playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_adminManager.OnPermsChanged += OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated += OnSessionPlayTimeUpdated;
/// <summary> // Panic Bunker Settings
/// Set of players that have participated in this round. Subs.CVar(_config, CCVars.PanicBunkerEnabled, OnPanicBunkerChanged, true);
/// </summary> Subs.CVar(_config, CCVars.PanicBunkerDisableWithAdmins, OnPanicBunkerDisableWithAdminsChanged, true);
public IReadOnlySet<NetUserId> RoundActivePlayers => _roundActivePlayers; Subs.CVar(_config, CCVars.PanicBunkerEnableWithoutAdmins, OnPanicBunkerEnableWithoutAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerCountDeadminnedAdmins, OnPanicBunkerCountDeadminnedAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerShowReason, OnPanicBunkerShowReasonChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinOverallMinutes, OnPanicBunkerMinOverallMinutesChanged, true);
private readonly HashSet<NetUserId> _roundActivePlayers = new(); /*
public readonly PanicBunkerStatus PanicBunker = new(); * TODO: Remove baby jail code once a more mature gateway process is established. This code is only being issued as a stopgap to help with potential tiding in the immediate future.
public readonly BabyJailStatus BabyJail = new(); */
public override void Initialize() // Baby Jail Settings
Subs.CVar(_config, CCVars.BabyJailEnabled, OnBabyJailChanged, true);
Subs.CVar(_config, CCVars.BabyJailShowReason, OnBabyJailShowReasonChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxAccountAge, OnBabyJailMaxAccountAgeChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxOverallMinutes, OnBabyJailMaxOverallMinutesChanged, true);
SubscribeLocalEvent<IdentityChangedEvent>(OnIdentityChanged);
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
}
private void OnRoundRestartCleanup(RoundRestartCleanupEvent ev)
{
_roundActivePlayers.Clear();
foreach (var (id, data) in _playerList)
{ {
base.Initialize(); if (!data.ActiveThisRound)
continue;
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged; if (!_playerManager.TryGetPlayerData(id, out var playerData))
_adminManager.OnPermsChanged += OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated += OnSessionPlayTimeUpdated;
// Panic Bunker Settings
Subs.CVar(_config, CCVars.PanicBunkerEnabled, OnPanicBunkerChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerDisableWithAdmins, OnPanicBunkerDisableWithAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerEnableWithoutAdmins, OnPanicBunkerEnableWithoutAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerCountDeadminnedAdmins, OnPanicBunkerCountDeadminnedAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerShowReason, OnPanicBunkerShowReasonChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinOverallMinutes, OnPanicBunkerMinOverallMinutesChanged, true);
/*
* TODO: Remove baby jail code once a more mature gateway process is established. This code is only being issued as a stopgap to help with potential tiding in the immediate future.
*/
// Baby Jail Settings
Subs.CVar(_config, CCVars.BabyJailEnabled, OnBabyJailChanged, true);
Subs.CVar(_config, CCVars.BabyJailShowReason, OnBabyJailShowReasonChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxAccountAge, OnBabyJailMaxAccountAgeChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxOverallMinutes, OnBabyJailMaxOverallMinutesChanged, true);
SubscribeLocalEvent<IdentityChangedEvent>(OnIdentityChanged);
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
}
private void OnRoundRestartCleanup(RoundRestartCleanupEvent ev)
{
_roundActivePlayers.Clear();
foreach (var (id, data) in _playerList)
{
if (!data.ActiveThisRound)
continue;
if (!_playerManager.TryGetPlayerData(id, out var playerData))
return;
_playerManager.TryGetSessionById(id, out var session);
_playerList[id] = GetPlayerInfo(playerData, session);
}
var updateEv = new FullPlayerListEvent() { PlayersInfo = _playerList.Values.ToList() };
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(updateEv, admin.Channel);
}
}
public void UpdatePlayerList(ICommonSession player)
{
_playerList[player.UserId] = GetPlayerInfo(player.Data, player);
var playerInfoChangedEvent = new PlayerInfoChangedEvent
{
PlayerInfo = _playerList[player.UserId]
};
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(playerInfoChangedEvent, admin.Channel);
}
}
public PlayerInfo? GetCachedPlayerInfo(NetUserId? netUserId)
{
if (netUserId == null)
return null;
_playerList.TryGetValue(netUserId.Value, out var value);
return value ?? null;
}
private void OnIdentityChanged(ref IdentityChangedEvent ev)
{
if (!TryComp<ActorComponent>(ev.CharacterEntity, out var actor))
return; return;
UpdatePlayerList(actor.PlayerSession); _playerManager.TryGetSessionById(id, out var session);
_playerList[id] = GetPlayerInfo(playerData, session);
} }
private void OnRoleEvent(RoleEvent ev) var updateEv = new FullPlayerListEvent() { PlayersInfo = _playerList.Values.ToList() };
foreach (var admin in _adminManager.ActiveAdmins)
{ {
var session = _minds.GetSession(ev.Mind); RaiseNetworkEvent(updateEv, admin.Channel);
if (!ev.Antagonist || session == null)
return;
UpdatePlayerList(session);
}
private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
{
UpdatePanicBunker();
if (!obj.IsAdmin)
{
RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.Channel);
return;
}
SendFullPlayerList(obj.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// If disconnected then the player won't have a connected entity to get character name from.
// The disconnected state gets sent by OnPlayerStatusChanged.
if (ev.Player.Status == SessionStatus.Disconnected)
return;
UpdatePlayerList(ev.Player);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
if (ev.Player.Status == SessionStatus.Disconnected)
return;
_roundActivePlayers.Add(ev.Player.UserId);
UpdatePlayerList(ev.Player);
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
_adminManager.OnPermsChanged -= OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated -= OnSessionPlayTimeUpdated;
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
UpdatePlayerList(e.Session);
UpdatePanicBunker();
}
private void SendFullPlayerList(ICommonSession playerSession)
{
var ev = new FullPlayerListEvent();
ev.PlayersInfo = _playerList.Values.ToList();
RaiseNetworkEvent(ev, playerSession.Channel);
}
private PlayerInfo GetPlayerInfo(SessionData data, ICommonSession? session)
{
var name = data.UserName;
var entityName = string.Empty;
var identityName = string.Empty;
if (session?.AttachedEntity != null)
{
entityName = EntityManager.GetComponent<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
identityName = Identity.Name(session.AttachedEntity.Value, EntityManager);
}
var antag = false;
var startingRole = string.Empty;
if (_minds.TryGetMind(session, out var mindId, out _))
{
antag = _role.MindIsAntagonist(mindId);
startingRole = _jobs.MindTryGetJobName(mindId);
}
var connected = session != null && session.Status is SessionStatus.Connected or SessionStatus.InGame;
TimeSpan? overallPlaytime = null;
if (session != null &&
_playTime.TryGetTrackerTimes(session, out var playTimes) &&
playTimes.TryGetValue(PlayTimeTrackingShared.TrackerOverall, out var playTime))
{
overallPlaytime = playTime;
}
return new PlayerInfo(name, entityName, identityName, startingRole, antag, GetNetEntity(session?.AttachedEntity), data.UserId,
connected, _roundActivePlayers.Contains(data.UserId), overallPlaytime);
}
private void OnPanicBunkerChanged(bool enabled)
{
PanicBunker.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-panic-bunker-enabled-admin-alert"
: "admin-ui-panic-bunker-disabled-admin-alert"
));
SendPanicBunkerStatusAll();
}
private void OnBabyJailChanged(bool enabled)
{
BabyJail.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-baby-jail-enabled-admin-alert"
: "admin-ui-baby-jail-disabled-admin-alert"
));
SendBabyJailStatusAll();
}
private void OnPanicBunkerDisableWithAdminsChanged(bool enabled)
{
PanicBunker.DisableWithAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerEnableWithoutAdminsChanged(bool enabled)
{
PanicBunker.EnableWithoutAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerCountDeadminnedAdminsChanged(bool enabled)
{
PanicBunker.CountDeadminnedAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerShowReasonChanged(bool enabled)
{
PanicBunker.ShowReason = enabled;
SendPanicBunkerStatusAll();
}
private void OnBabyJailShowReasonChanged(bool enabled)
{
BabyJail.ShowReason = enabled;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinAccountAgeChanged(int minutes)
{
PanicBunker.MinAccountAgeMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxAccountAgeChanged(int minutes)
{
BabyJail.MaxAccountAgeMinutes = minutes;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinOverallMinutesChanged(int minutes)
{
PanicBunker.MinOverallMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxOverallMinutesChanged(int minutes)
{
BabyJail.MaxOverallMinutes = minutes;
SendBabyJailStatusAll();
}
private void UpdatePanicBunker()
{
var admins = PanicBunker.CountDeadminnedAdmins
? _adminManager.AllAdmins
: _adminManager.ActiveAdmins;
var hasAdmins = admins.Any();
// TODO Fix order dependent Cvars
// Please for the sake of my sanity don't make cvars & order dependent.
// Just make a bool field on the system instead of having some cvars automatically modify other cvars.
//
// I.e., this:
// /sudo cvar game.panic_bunker.enabled true
// /sudo cvar game.panic_bunker.disable_with_admins true
// and this:
// /sudo cvar game.panic_bunker.disable_with_admins true
// /sudo cvar game.panic_bunker.enabled true
//
// should have the same effect, but currently setting the disable_with_admins can modify enabled.
if (hasAdmins && PanicBunker.DisableWithAdmins)
{
_config.SetCVar(CCVars.PanicBunkerEnabled, false);
}
else if (!hasAdmins && PanicBunker.EnableWithoutAdmins)
{
_config.SetCVar(CCVars.PanicBunkerEnabled, true);
}
SendPanicBunkerStatusAll();
}
private void SendPanicBunkerStatusAll()
{
var ev = new PanicBunkerChangedEvent(PanicBunker);
foreach (var admin in _adminManager.AllAdmins)
{
RaiseNetworkEvent(ev, admin);
}
}
private void SendBabyJailStatusAll()
{
var ev = new BabyJailChangedEvent(BabyJail);
foreach (var admin in _adminManager.AllAdmins)
{
RaiseNetworkEvent(ev, admin);
}
}
/// <summary>
/// Erases a player from the round.
/// This removes them and any trace of them from the round, deleting their
/// chat messages and showing a popup to other players.
/// Their items are dropped on the ground.
/// </summary>
public void Erase(ICommonSession player)
{
var entity = player.AttachedEntity;
_chat.DeleteMessagesBy(player);
if (entity != null && !TerminatingOrDeleted(entity.Value))
{
if (TryComp(entity.Value, out TransformComponent? transform))
{
var coordinates = _transform.GetMoverCoordinates(entity.Value, transform);
var name = Identity.Entity(entity.Value, EntityManager);
_popup.PopupCoordinates(Loc.GetString("admin-erase-popup", ("user", name)), coordinates, PopupType.LargeCaution);
var filter = Filter.Pvs(coordinates, 1, EntityManager, _playerManager);
var audioParams = new AudioParams().WithVolume(3);
_audio.PlayStatic("/Audio/Effects/pop_high.ogg", filter, coordinates, true, audioParams);
}
foreach (var item in _inventory.GetHandOrInventoryEntities(entity.Value))
{
if (TryComp(item, out PdaComponent? pda) &&
TryComp(pda.ContainedId, out StationRecordKeyStorageComponent? keyStorage) &&
keyStorage.Key is { } key &&
_stationRecords.TryGetRecord(key, out GeneralStationRecord? record))
{
if (TryComp(entity, out DnaComponent? dna) &&
dna.DNA != record.DNA)
{
continue;
}
if (TryComp(entity, out FingerprintComponent? fingerPrint) &&
fingerPrint.Fingerprint != record.Fingerprint)
{
continue;
}
_stationRecords.RemoveRecord(key);
Del(item);
}
}
if (_inventory.TryGetContainerSlotEnumerator(entity.Value, out var enumerator))
{
while (enumerator.NextItem(out var item, out var slot))
{
if (_inventory.TryUnequip(entity.Value, entity.Value, slot.Name, true, true))
_physics.ApplyAngularImpulse(item, ThrowingSystem.ThrowAngularImpulse);
}
}
if (TryComp(entity.Value, out HandsComponent? hands))
{
foreach (var hand in _hands.EnumerateHands(entity.Value, hands))
{
_hands.TryDrop(entity.Value, hand, checkActionBlocker: false, doDropInteraction: false, handsComp: hands);
}
}
}
_minds.WipeMind(player);
QueueDel(entity);
_gameTicker.SpawnObserver(player);
}
private void OnSessionPlayTimeUpdated(ICommonSession session)
{
UpdatePlayerList(session);
} }
} }
public void UpdatePlayerList(ICommonSession player)
{
_playerList[player.UserId] = GetPlayerInfo(player.Data, player);
var playerInfoChangedEvent = new PlayerInfoChangedEvent
{
PlayerInfo = _playerList[player.UserId]
};
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(playerInfoChangedEvent, admin.Channel);
}
}
public PlayerInfo? GetCachedPlayerInfo(NetUserId? netUserId)
{
if (netUserId == null)
return null;
_playerList.TryGetValue(netUserId.Value, out var value);
return value ?? null;
}
private void OnIdentityChanged(ref IdentityChangedEvent ev)
{
if (!TryComp<ActorComponent>(ev.CharacterEntity, out var actor))
return;
UpdatePlayerList(actor.PlayerSession);
}
private void OnRoleEvent(RoleEvent ev)
{
var session = _minds.GetSession(ev.Mind);
if (!ev.Antagonist || session == null)
return;
UpdatePlayerList(session);
}
private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
{
UpdatePanicBunker();
if (!obj.IsAdmin)
{
RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.Channel);
return;
}
SendFullPlayerList(obj.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// If disconnected then the player won't have a connected entity to get character name from.
// The disconnected state gets sent by OnPlayerStatusChanged.
if (ev.Player.Status == SessionStatus.Disconnected)
return;
UpdatePlayerList(ev.Player);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
if (ev.Player.Status == SessionStatus.Disconnected)
return;
_roundActivePlayers.Add(ev.Player.UserId);
UpdatePlayerList(ev.Player);
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
_adminManager.OnPermsChanged -= OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated -= OnSessionPlayTimeUpdated;
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
UpdatePlayerList(e.Session);
UpdatePanicBunker();
}
private void SendFullPlayerList(ICommonSession playerSession)
{
var ev = new FullPlayerListEvent();
ev.PlayersInfo = _playerList.Values.ToList();
RaiseNetworkEvent(ev, playerSession.Channel);
}
private PlayerInfo GetPlayerInfo(SessionData data, ICommonSession? session)
{
var name = data.UserName;
var entityName = string.Empty;
var identityName = string.Empty;
if (session?.AttachedEntity != null)
{
entityName = EntityManager.GetComponent<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
identityName = Identity.Name(session.AttachedEntity.Value, EntityManager);
}
var antag = false;
var startingRole = string.Empty;
if (_minds.TryGetMind(session, out var mindId, out _))
{
antag = _role.MindIsAntagonist(mindId);
startingRole = _jobs.MindTryGetJobName(mindId);
}
var connected = session != null && session.Status is SessionStatus.Connected or SessionStatus.InGame;
TimeSpan? overallPlaytime = null;
if (session != null &&
_playTime.TryGetTrackerTimes(session, out var playTimes) &&
playTimes.TryGetValue(PlayTimeTrackingShared.TrackerOverall, out var playTime))
{
overallPlaytime = playTime;
}
return new PlayerInfo(name, entityName, identityName, startingRole, antag, GetNetEntity(session?.AttachedEntity), data.UserId,
connected, _roundActivePlayers.Contains(data.UserId), overallPlaytime);
}
private void OnPanicBunkerChanged(bool enabled)
{
PanicBunker.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-panic-bunker-enabled-admin-alert"
: "admin-ui-panic-bunker-disabled-admin-alert"
));
SendPanicBunkerStatusAll();
}
private void OnBabyJailChanged(bool enabled)
{
BabyJail.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-baby-jail-enabled-admin-alert"
: "admin-ui-baby-jail-disabled-admin-alert"
));
SendBabyJailStatusAll();
}
private void OnPanicBunkerDisableWithAdminsChanged(bool enabled)
{
PanicBunker.DisableWithAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerEnableWithoutAdminsChanged(bool enabled)
{
PanicBunker.EnableWithoutAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerCountDeadminnedAdminsChanged(bool enabled)
{
PanicBunker.CountDeadminnedAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerShowReasonChanged(bool enabled)
{
PanicBunker.ShowReason = enabled;
SendPanicBunkerStatusAll();
}
private void OnBabyJailShowReasonChanged(bool enabled)
{
BabyJail.ShowReason = enabled;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinAccountAgeChanged(int minutes)
{
PanicBunker.MinAccountAgeMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxAccountAgeChanged(int minutes)
{
BabyJail.MaxAccountAgeMinutes = minutes;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinOverallMinutesChanged(int minutes)
{
PanicBunker.MinOverallMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxOverallMinutesChanged(int minutes)
{
BabyJail.MaxOverallMinutes = minutes;
SendBabyJailStatusAll();
}
private void UpdatePanicBunker()
{
var admins = PanicBunker.CountDeadminnedAdmins
? _adminManager.AllAdmins
: _adminManager.ActiveAdmins;
var hasAdmins = admins.Any();
// TODO Fix order dependent Cvars
// Please for the sake of my sanity don't make cvars & order dependent.
// Just make a bool field on the system instead of having some cvars automatically modify other cvars.
//
// I.e., this:
// /sudo cvar game.panic_bunker.enabled true
// /sudo cvar game.panic_bunker.disable_with_admins true
// and this:
// /sudo cvar game.panic_bunker.disable_with_admins true
// /sudo cvar game.panic_bunker.enabled true
//
// should have the same effect, but currently setting the disable_with_admins can modify enabled.
if (hasAdmins && PanicBunker.DisableWithAdmins)
{
_config.SetCVar(CCVars.PanicBunkerEnabled, false);
}
else if (!hasAdmins && PanicBunker.EnableWithoutAdmins)
{
_config.SetCVar(CCVars.PanicBunkerEnabled, true);
}
SendPanicBunkerStatusAll();
}
private void SendPanicBunkerStatusAll()
{
var ev = new PanicBunkerChangedEvent(PanicBunker);
foreach (var admin in _adminManager.AllAdmins)
{
RaiseNetworkEvent(ev, admin);
}
}
private void SendBabyJailStatusAll()
{
var ev = new BabyJailChangedEvent(BabyJail);
foreach (var admin in _adminManager.AllAdmins)
{
RaiseNetworkEvent(ev, admin);
}
}
/// <summary>
/// Erases a player from the round.
/// This removes them and any trace of them from the round, deleting their
/// chat messages and showing a popup to other players.
/// Their items are dropped on the ground.
/// </summary>
public void Erase(ICommonSession player)
{
var entity = player.AttachedEntity;
_chat.DeleteMessagesBy(player);
if (entity != null && !TerminatingOrDeleted(entity.Value))
{
if (TryComp(entity.Value, out TransformComponent? transform))
{
var coordinates = _transform.GetMoverCoordinates(entity.Value, transform);
var name = Identity.Entity(entity.Value, EntityManager);
_popup.PopupCoordinates(Loc.GetString("admin-erase-popup", ("user", name)), coordinates, PopupType.LargeCaution);
var filter = Filter.Pvs(coordinates, 1, EntityManager, _playerManager);
var audioParams = new AudioParams().WithVolume(3);
_audio.PlayStatic("/Audio/Effects/pop_high.ogg", filter, coordinates, true, audioParams);
}
foreach (var item in _inventory.GetHandOrInventoryEntities(entity.Value))
{
if (TryComp(item, out PdaComponent? pda) &&
TryComp(pda.ContainedId, out StationRecordKeyStorageComponent? keyStorage) &&
keyStorage.Key is { } key &&
_stationRecords.TryGetRecord(key, out GeneralStationRecord? record))
{
if (TryComp(entity, out DnaComponent? dna) &&
dna.DNA != record.DNA)
{
continue;
}
if (TryComp(entity, out FingerprintComponent? fingerPrint) &&
fingerPrint.Fingerprint != record.Fingerprint)
{
continue;
}
_stationRecords.RemoveRecord(key);
Del(item);
}
}
if (_inventory.TryGetContainerSlotEnumerator(entity.Value, out var enumerator))
{
while (enumerator.NextItem(out var item, out var slot))
{
if (_inventory.TryUnequip(entity.Value, entity.Value, slot.Name, true, true))
_physics.ApplyAngularImpulse(item, ThrowingSystem.ThrowAngularImpulse);
}
}
if (TryComp(entity.Value, out HandsComponent? hands))
{
foreach (var hand in _hands.EnumerateHands(entity.Value, hands))
{
_hands.TryDrop(entity.Value, hand, checkActionBlocker: false, doDropInteraction: false, handsComp: hands);
}
}
}
_minds.WipeMind(player);
QueueDel(entity);
_gameTicker.SpawnObserver(player);
}
private void OnSessionPlayTimeUpdated(ICommonSession session)
{
UpdatePlayerList(session);
}
} }

View File

@@ -18,385 +18,384 @@ using Robust.Shared.Player;
using Robust.Shared.Replays; using Robust.Shared.Replays;
using Robust.Shared.Utility; using Robust.Shared.Utility;
namespace Content.Server.Chat.Managers namespace Content.Server.Chat.Managers;
/// <summary>
/// Dispatches chat messages to clients.
/// </summary>
internal sealed partial class ChatManager : IChatManager
{ {
/// <summary> private static readonly Dictionary<string, string> PatronOocColors = new()
/// Dispatches chat messages to clients.
/// </summary>
internal sealed partial class ChatManager : IChatManager
{ {
private static readonly Dictionary<string, string> PatronOocColors = new() // I had plans for multiple colors and those went nowhere so...
{ "nuclear_operative", "#aa00ff" },
{ "syndicate_agent", "#aa00ff" },
{ "revolutionary", "#aa00ff" }
};
[Dependency] private readonly IReplayRecordingManager _replay = default!;
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IMoMMILink _mommiLink = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IServerPreferencesManager _preferencesManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly INetConfigurationManager _netConfigManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly PlayerRateLimitManager _rateLimitManager = default!;
/// <summary>
/// The maximum length a player-sent message can be sent
/// </summary>
public int MaxMessageLength => _configurationManager.GetCVar(CCVars.ChatMaxMessageLength);
private bool _oocEnabled = true;
private bool _adminOocEnabled = true;
private readonly Dictionary<NetUserId, ChatUser> _players = new();
public void Initialize()
{
_netManager.RegisterNetMessage<MsgChatMessage>();
_netManager.RegisterNetMessage<MsgDeleteChatMessagesBy>();
_configurationManager.OnValueChanged(CCVars.OocEnabled, OnOocEnabledChanged, true);
_configurationManager.OnValueChanged(CCVars.AdminOocEnabled, OnAdminOocEnabledChanged, true);
RegisterRateLimits();
}
private void OnOocEnabledChanged(bool val)
{
if (_oocEnabled == val) return;
_oocEnabled = val;
DispatchServerAnnouncement(Loc.GetString(val ? "chat-manager-ooc-chat-enabled-message" : "chat-manager-ooc-chat-disabled-message"));
}
private void OnAdminOocEnabledChanged(bool val)
{
if (_adminOocEnabled == val) return;
_adminOocEnabled = val;
DispatchServerAnnouncement(Loc.GetString(val ? "chat-manager-admin-ooc-chat-enabled-message" : "chat-manager-admin-ooc-chat-disabled-message"));
}
public void DeleteMessagesBy(ICommonSession player)
{
if (!_players.TryGetValue(player.UserId, out var user))
return;
var msg = new MsgDeleteChatMessagesBy { Key = user.Key, Entities = user.Entities };
_netManager.ServerSendToAll(msg);
}
[return: NotNullIfNotNull(nameof(author))]
public ChatUser? EnsurePlayer(NetUserId? author)
{
if (author == null)
return null;
ref var user = ref CollectionsMarshal.GetValueRefOrAddDefault(_players, author.Value, out var exists);
if (!exists || user == null)
user = new ChatUser(_players.Count);
return user;
}
#region Server Announcements
public void DispatchServerAnnouncement(string message, Color? colorOverride = null)
{
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", FormattedMessage.EscapeText(message)));
ChatMessageToAll(ChatChannel.Server, message, wrappedMessage, EntityUid.Invalid, hideChat: false, recordReplay: true, colorOverride: colorOverride);
Logger.InfoS("SERVER", message);
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Server announcement: {message}");
}
public void DispatchServerMessage(ICommonSession player, string message, bool suppressLog = false)
{
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", FormattedMessage.EscapeText(message)));
ChatMessageToOne(ChatChannel.Server, message, wrappedMessage, default, false, player.Channel);
if (!suppressLog)
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Server message to {player:Player}: {message}");
}
public void SendAdminAnnouncement(string message, AdminFlags? flagBlacklist, AdminFlags? flagWhitelist)
{
var clients = _adminManager.ActiveAdmins.Where(p =>
{ {
// I had plans for multiple colors and those went nowhere so... var adminData = _adminManager.GetAdminData(p);
{ "nuclear_operative", "#aa00ff" },
{ "syndicate_agent", "#aa00ff" },
{ "revolutionary", "#aa00ff" }
};
[Dependency] private readonly IReplayRecordingManager _replay = default!; DebugTools.AssertNotNull(adminData);
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IMoMMILink _mommiLink = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IServerPreferencesManager _preferencesManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly INetConfigurationManager _netConfigManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly PlayerRateLimitManager _rateLimitManager = default!;
/// <summary> if (adminData == null)
/// The maximum length a player-sent message can be sent
/// </summary>
public int MaxMessageLength => _configurationManager.GetCVar(CCVars.ChatMaxMessageLength);
private bool _oocEnabled = true;
private bool _adminOocEnabled = true;
private readonly Dictionary<NetUserId, ChatUser> _players = new();
public void Initialize()
{
_netManager.RegisterNetMessage<MsgChatMessage>();
_netManager.RegisterNetMessage<MsgDeleteChatMessagesBy>();
_configurationManager.OnValueChanged(CCVars.OocEnabled, OnOocEnabledChanged, true);
_configurationManager.OnValueChanged(CCVars.AdminOocEnabled, OnAdminOocEnabledChanged, true);
RegisterRateLimits();
}
private void OnOocEnabledChanged(bool val)
{
if (_oocEnabled == val) return;
_oocEnabled = val;
DispatchServerAnnouncement(Loc.GetString(val ? "chat-manager-ooc-chat-enabled-message" : "chat-manager-ooc-chat-disabled-message"));
}
private void OnAdminOocEnabledChanged(bool val)
{
if (_adminOocEnabled == val) return;
_adminOocEnabled = val;
DispatchServerAnnouncement(Loc.GetString(val ? "chat-manager-admin-ooc-chat-enabled-message" : "chat-manager-admin-ooc-chat-disabled-message"));
}
public void DeleteMessagesBy(ICommonSession player)
{
if (!_players.TryGetValue(player.UserId, out var user))
return;
var msg = new MsgDeleteChatMessagesBy { Key = user.Key, Entities = user.Entities };
_netManager.ServerSendToAll(msg);
}
[return: NotNullIfNotNull(nameof(author))]
public ChatUser? EnsurePlayer(NetUserId? author)
{
if (author == null)
return null;
ref var user = ref CollectionsMarshal.GetValueRefOrAddDefault(_players, author.Value, out var exists);
if (!exists || user == null)
user = new ChatUser(_players.Count);
return user;
}
#region Server Announcements
public void DispatchServerAnnouncement(string message, Color? colorOverride = null)
{
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", FormattedMessage.EscapeText(message)));
ChatMessageToAll(ChatChannel.Server, message, wrappedMessage, EntityUid.Invalid, hideChat: false, recordReplay: true, colorOverride: colorOverride);
Logger.InfoS("SERVER", message);
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Server announcement: {message}");
}
public void DispatchServerMessage(ICommonSession player, string message, bool suppressLog = false)
{
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", FormattedMessage.EscapeText(message)));
ChatMessageToOne(ChatChannel.Server, message, wrappedMessage, default, false, player.Channel);
if (!suppressLog)
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Server message to {player:Player}: {message}");
}
public void SendAdminAnnouncement(string message, AdminFlags? flagBlacklist, AdminFlags? flagWhitelist)
{
var clients = _adminManager.ActiveAdmins.Where(p =>
{
var adminData = _adminManager.GetAdminData(p);
DebugTools.AssertNotNull(adminData);
if (adminData == null)
return false;
if (flagBlacklist != null && adminData.HasFlag(flagBlacklist.Value))
return false;
return flagWhitelist == null || adminData.HasFlag(flagWhitelist.Value);
}).Select(p => p.Channel);
var wrappedMessage = Loc.GetString("chat-manager-send-admin-announcement-wrap-message",
("adminChannelName", Loc.GetString("chat-manager-admin-channel-name")), ("message", FormattedMessage.EscapeText(message)));
ChatMessageToMany(ChatChannel.Admin, message, wrappedMessage, default, false, true, clients);
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Admin announcement: {message}");
}
public void SendAdminAnnouncementMessage(ICommonSession player, string message, bool suppressLog = true)
{
var wrappedMessage = Loc.GetString("chat-manager-send-admin-announcement-wrap-message",
("adminChannelName", Loc.GetString("chat-manager-admin-channel-name")),
("message", FormattedMessage.EscapeText(message)));
ChatMessageToOne(ChatChannel.Admin, message, wrappedMessage, default, false, player.Channel);
}
public void SendAdminAlert(string message)
{
var clients = _adminManager.ActiveAdmins.Select(p => p.Channel);
var wrappedMessage = Loc.GetString("chat-manager-send-admin-announcement-wrap-message",
("adminChannelName", Loc.GetString("chat-manager-admin-channel-name")), ("message", FormattedMessage.EscapeText(message)));
ChatMessageToMany(ChatChannel.AdminAlert, message, wrappedMessage, default, false, true, clients);
}
public void SendAdminAlert(EntityUid player, string message)
{
var mindSystem = _entityManager.System<SharedMindSystem>();
if (!mindSystem.TryGetMind(player, out var mindId, out var mind))
{
SendAdminAlert(message);
return;
}
var adminSystem = _entityManager.System<AdminSystem>();
var antag = mind.UserId != null && (adminSystem.GetCachedPlayerInfo(mind.UserId.Value)?.Antag ?? false);
SendAdminAlert($"{mind.Session?.Name}{(antag ? " (ANTAG)" : "")} {message}");
}
public void SendHookOOC(string sender, string message)
{
if (!_oocEnabled && _configurationManager.GetCVar(CCVars.DisablingOOCDisablesRelay))
{
return;
}
var wrappedMessage = Loc.GetString("chat-manager-send-hook-ooc-wrap-message", ("senderName", sender), ("message", FormattedMessage.EscapeText(message)));
ChatMessageToAll(ChatChannel.OOC, message, wrappedMessage, source: EntityUid.Invalid, hideChat: false, recordReplay: true);
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Hook OOC from {sender}: {message}");
}
#endregion
#region Public OOC Chat API
/// <summary>
/// Called for a player to attempt sending an OOC, out-of-game. message.
/// </summary>
/// <param name="player">The player sending the message.</param>
/// <param name="message">The message.</param>
/// <param name="type">The type of message.</param>
public void TrySendOOCMessage(ICommonSession player, string message, OOCChatType type)
{
if (HandleRateLimit(player) != RateLimitStatus.Allowed)
return;
// Check if message exceeds the character limit
if (message.Length > MaxMessageLength)
{
DispatchServerMessage(player, Loc.GetString("chat-manager-max-message-length-exceeded-message", ("limit", MaxMessageLength)));
return;
}
switch (type)
{
case OOCChatType.OOC:
SendOOC(player, message);
break;
case OOCChatType.Admin:
SendAdminChat(player, message);
break;
}
}
#endregion
#region Private API
private void SendOOC(ICommonSession player, string message)
{
if (_adminManager.IsAdmin(player))
{
if (!_adminOocEnabled)
{
return;
}
}
else if (!_oocEnabled)
{
return;
}
Color? colorOverride = null;
var wrappedMessage = Loc.GetString("chat-manager-send-ooc-wrap-message", ("playerName",player.Name), ("message", FormattedMessage.EscapeText(message)));
if (_adminManager.HasAdminFlag(player, AdminFlags.Admin))
{
var prefs = _preferencesManager.GetPreferences(player.UserId);
colorOverride = prefs.AdminOOCColor;
}
if ( _netConfigManager.GetClientCVar(player.Channel, CCVars.ShowOocPatronColor) && player.Channel.UserData.PatronTier is { } patron && PatronOocColors.TryGetValue(patron, out var patronColor))
{
wrappedMessage = Loc.GetString("chat-manager-send-ooc-patron-wrap-message", ("patronColor", patronColor),("playerName", player.Name), ("message", FormattedMessage.EscapeText(message)));
}
//TODO: player.Name color, this will need to change the structure of the MsgChatMessage
ChatMessageToAll(ChatChannel.OOC, message, wrappedMessage, EntityUid.Invalid, hideChat: false, recordReplay: true, colorOverride: colorOverride, author: player.UserId);
_mommiLink.SendOOCMessage(player.Name, message.Replace("@", "\\@").Replace("<", "\\<").Replace("/", "\\/")); // @ and < are both problematic for discord due to pinging. / is sanitized solely to kneecap links to murder embeds via blunt force
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"OOC from {player:Player}: {message}");
}
private void SendAdminChat(ICommonSession player, string message)
{
if (!_adminManager.IsAdmin(player))
{
_adminLogger.Add(LogType.Chat, LogImpact.Extreme, $"{player:Player} attempted to send admin message but was not admin");
return;
}
var clients = _adminManager.ActiveAdmins.Select(p => p.Channel);
var wrappedMessage = Loc.GetString("chat-manager-send-admin-chat-wrap-message",
("adminChannelName", Loc.GetString("chat-manager-admin-channel-name")),
("playerName", player.Name), ("message", FormattedMessage.EscapeText(message)));
foreach (var client in clients)
{
var isSource = client != player.Channel;
ChatMessageToOne(ChatChannel.AdminChat,
message,
wrappedMessage,
default,
false,
client,
audioPath: isSource ? _netConfigManager.GetClientCVar(client, CCVars.AdminChatSoundPath) : default,
audioVolume: isSource ? _netConfigManager.GetClientCVar(client, CCVars.AdminChatSoundVolume) : default,
author: player.UserId);
}
_adminLogger.Add(LogType.Chat, $"Admin chat from {player:Player}: {message}");
}
#endregion
#region Utility
public void ChatMessageToOne(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, INetChannel client, Color? colorOverride = null, bool recordReplay = false, string? audioPath = null, float audioVolume = 0, NetUserId? author = null)
{
var user = author == null ? null : EnsurePlayer(author);
var netSource = _entityManager.GetNetEntity(source);
user?.AddEntity(netSource);
var msg = new ChatMessage(channel, message, wrappedMessage, netSource, user?.Key, hideChat, colorOverride, audioPath, audioVolume);
_netManager.ServerSendMessage(new MsgChatMessage() { Message = msg }, client);
if (!recordReplay)
return;
if ((channel & ChatChannel.AdminRelated) == 0 ||
_configurationManager.GetCVar(CCVars.ReplayRecordAdminChat))
{
_replay.RecordServerMessage(msg);
}
}
public void ChatMessageToMany(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, bool recordReplay, IEnumerable<INetChannel> clients, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0, NetUserId? author = null)
=> ChatMessageToMany(channel, message, wrappedMessage, source, hideChat, recordReplay, clients.ToList(), colorOverride, audioPath, audioVolume, author);
public void ChatMessageToMany(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, bool recordReplay, List<INetChannel> clients, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0, NetUserId? author = null)
{
var user = author == null ? null : EnsurePlayer(author);
var netSource = _entityManager.GetNetEntity(source);
user?.AddEntity(netSource);
var msg = new ChatMessage(channel, message, wrappedMessage, netSource, user?.Key, hideChat, colorOverride, audioPath, audioVolume);
_netManager.ServerSendToMany(new MsgChatMessage() { Message = msg }, clients);
if (!recordReplay)
return;
if ((channel & ChatChannel.AdminRelated) == 0 ||
_configurationManager.GetCVar(CCVars.ReplayRecordAdminChat))
{
_replay.RecordServerMessage(msg);
}
}
public void ChatMessageToManyFiltered(Filter filter, ChatChannel channel, string message, string wrappedMessage, EntityUid source,
bool hideChat, bool recordReplay, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0)
{
if (!recordReplay && !filter.Recipients.Any())
return;
var clients = new List<INetChannel>();
foreach (var recipient in filter.Recipients)
{
clients.Add(recipient.Channel);
}
ChatMessageToMany(channel, message, wrappedMessage, source, hideChat, recordReplay, clients, colorOverride, audioPath, audioVolume);
}
public void ChatMessageToAll(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, bool recordReplay, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0, NetUserId? author = null)
{
var user = author == null ? null : EnsurePlayer(author);
var netSource = _entityManager.GetNetEntity(source);
user?.AddEntity(netSource);
var msg = new ChatMessage(channel, message, wrappedMessage, netSource, user?.Key, hideChat, colorOverride, audioPath, audioVolume);
_netManager.ServerSendToAll(new MsgChatMessage() { Message = msg });
if (!recordReplay)
return;
if ((channel & ChatChannel.AdminRelated) == 0 ||
_configurationManager.GetCVar(CCVars.ReplayRecordAdminChat))
{
_replay.RecordServerMessage(msg);
}
}
public bool MessageCharacterLimit(ICommonSession? player, string message)
{
var isOverLength = false;
// Non-players don't need to be checked.
if (player == null)
return false; return false;
// Check if message exceeds the character limit if the sender is a player if (flagBlacklist != null && adminData.HasFlag(flagBlacklist.Value))
if (message.Length > MaxMessageLength) return false;
{
var feedback = Loc.GetString("chat-manager-max-message-length-exceeded-message", ("limit", MaxMessageLength));
DispatchServerMessage(player, feedback); return flagWhitelist == null || adminData.HasFlag(flagWhitelist.Value);
isOverLength = true; }).Select(p => p.Channel);
}
return isOverLength; var wrappedMessage = Loc.GetString("chat-manager-send-admin-announcement-wrap-message",
("adminChannelName", Loc.GetString("chat-manager-admin-channel-name")), ("message", FormattedMessage.EscapeText(message)));
ChatMessageToMany(ChatChannel.Admin, message, wrappedMessage, default, false, true, clients);
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Admin announcement: {message}");
}
public void SendAdminAnnouncementMessage(ICommonSession player, string message, bool suppressLog = true)
{
var wrappedMessage = Loc.GetString("chat-manager-send-admin-announcement-wrap-message",
("adminChannelName", Loc.GetString("chat-manager-admin-channel-name")),
("message", FormattedMessage.EscapeText(message)));
ChatMessageToOne(ChatChannel.Admin, message, wrappedMessage, default, false, player.Channel);
}
public void SendAdminAlert(string message)
{
var clients = _adminManager.ActiveAdmins.Select(p => p.Channel);
var wrappedMessage = Loc.GetString("chat-manager-send-admin-announcement-wrap-message",
("adminChannelName", Loc.GetString("chat-manager-admin-channel-name")), ("message", FormattedMessage.EscapeText(message)));
ChatMessageToMany(ChatChannel.AdminAlert, message, wrappedMessage, default, false, true, clients);
}
public void SendAdminAlert(EntityUid player, string message)
{
var mindSystem = _entityManager.System<SharedMindSystem>();
if (!mindSystem.TryGetMind(player, out var mindId, out var mind))
{
SendAdminAlert(message);
return;
} }
#endregion var adminSystem = _entityManager.System<AdminSystem>();
var antag = mind.UserId != null && (adminSystem.GetCachedPlayerInfo(mind.UserId.Value)?.Antag ?? false);
SendAdminAlert($"{mind.Session?.Name}{(antag ? " (ANTAG)" : "")} {message}");
} }
public enum OOCChatType : byte public void SendHookOOC(string sender, string message)
{ {
OOC, if (!_oocEnabled && _configurationManager.GetCVar(CCVars.DisablingOOCDisablesRelay))
Admin {
return;
}
var wrappedMessage = Loc.GetString("chat-manager-send-hook-ooc-wrap-message", ("senderName", sender), ("message", FormattedMessage.EscapeText(message)));
ChatMessageToAll(ChatChannel.OOC, message, wrappedMessage, source: EntityUid.Invalid, hideChat: false, recordReplay: true);
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Hook OOC from {sender}: {message}");
} }
#endregion
#region Public OOC Chat API
/// <summary>
/// Called for a player to attempt sending an OOC, out-of-game. message.
/// </summary>
/// <param name="player">The player sending the message.</param>
/// <param name="message">The message.</param>
/// <param name="type">The type of message.</param>
public void TrySendOOCMessage(ICommonSession player, string message, OOCChatType type)
{
if (HandleRateLimit(player) != RateLimitStatus.Allowed)
return;
// Check if message exceeds the character limit
if (message.Length > MaxMessageLength)
{
DispatchServerMessage(player, Loc.GetString("chat-manager-max-message-length-exceeded-message", ("limit", MaxMessageLength)));
return;
}
switch (type)
{
case OOCChatType.OOC:
SendOOC(player, message);
break;
case OOCChatType.Admin:
SendAdminChat(player, message);
break;
}
}
#endregion
#region Private API
private void SendOOC(ICommonSession player, string message)
{
if (_adminManager.IsAdmin(player))
{
if (!_adminOocEnabled)
{
return;
}
}
else if (!_oocEnabled)
{
return;
}
Color? colorOverride = null;
var wrappedMessage = Loc.GetString("chat-manager-send-ooc-wrap-message", ("playerName",player.Name), ("message", FormattedMessage.EscapeText(message)));
if (_adminManager.HasAdminFlag(player, AdminFlags.Admin))
{
var prefs = _preferencesManager.GetPreferences(player.UserId);
colorOverride = prefs.AdminOOCColor;
}
if ( _netConfigManager.GetClientCVar(player.Channel, CCVars.ShowOocPatronColor) && player.Channel.UserData.PatronTier is { } patron && PatronOocColors.TryGetValue(patron, out var patronColor))
{
wrappedMessage = Loc.GetString("chat-manager-send-ooc-patron-wrap-message", ("patronColor", patronColor),("playerName", player.Name), ("message", FormattedMessage.EscapeText(message)));
}
//TODO: player.Name color, this will need to change the structure of the MsgChatMessage
ChatMessageToAll(ChatChannel.OOC, message, wrappedMessage, EntityUid.Invalid, hideChat: false, recordReplay: true, colorOverride: colorOverride, author: player.UserId);
_mommiLink.SendOOCMessage(player.Name, message.Replace("@", "\\@").Replace("<", "\\<").Replace("/", "\\/")); // @ and < are both problematic for discord due to pinging. / is sanitized solely to kneecap links to murder embeds via blunt force
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"OOC from {player:Player}: {message}");
}
private void SendAdminChat(ICommonSession player, string message)
{
if (!_adminManager.IsAdmin(player))
{
_adminLogger.Add(LogType.Chat, LogImpact.Extreme, $"{player:Player} attempted to send admin message but was not admin");
return;
}
var clients = _adminManager.ActiveAdmins.Select(p => p.Channel);
var wrappedMessage = Loc.GetString("chat-manager-send-admin-chat-wrap-message",
("adminChannelName", Loc.GetString("chat-manager-admin-channel-name")),
("playerName", player.Name), ("message", FormattedMessage.EscapeText(message)));
foreach (var client in clients)
{
var isSource = client != player.Channel;
ChatMessageToOne(ChatChannel.AdminChat,
message,
wrappedMessage,
default,
false,
client,
audioPath: isSource ? _netConfigManager.GetClientCVar(client, CCVars.AdminChatSoundPath) : default,
audioVolume: isSource ? _netConfigManager.GetClientCVar(client, CCVars.AdminChatSoundVolume) : default,
author: player.UserId);
}
_adminLogger.Add(LogType.Chat, $"Admin chat from {player:Player}: {message}");
}
#endregion
#region Utility
public void ChatMessageToOne(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, INetChannel client, Color? colorOverride = null, bool recordReplay = false, string? audioPath = null, float audioVolume = 0, NetUserId? author = null)
{
var user = author == null ? null : EnsurePlayer(author);
var netSource = _entityManager.GetNetEntity(source);
user?.AddEntity(netSource);
var msg = new ChatMessage(channel, message, wrappedMessage, netSource, user?.Key, hideChat, colorOverride, audioPath, audioVolume);
_netManager.ServerSendMessage(new MsgChatMessage() { Message = msg }, client);
if (!recordReplay)
return;
if ((channel & ChatChannel.AdminRelated) == 0 ||
_configurationManager.GetCVar(CCVars.ReplayRecordAdminChat))
{
_replay.RecordServerMessage(msg);
}
}
public void ChatMessageToMany(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, bool recordReplay, IEnumerable<INetChannel> clients, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0, NetUserId? author = null)
=> ChatMessageToMany(channel, message, wrappedMessage, source, hideChat, recordReplay, clients.ToList(), colorOverride, audioPath, audioVolume, author);
public void ChatMessageToMany(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, bool recordReplay, List<INetChannel> clients, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0, NetUserId? author = null)
{
var user = author == null ? null : EnsurePlayer(author);
var netSource = _entityManager.GetNetEntity(source);
user?.AddEntity(netSource);
var msg = new ChatMessage(channel, message, wrappedMessage, netSource, user?.Key, hideChat, colorOverride, audioPath, audioVolume);
_netManager.ServerSendToMany(new MsgChatMessage() { Message = msg }, clients);
if (!recordReplay)
return;
if ((channel & ChatChannel.AdminRelated) == 0 ||
_configurationManager.GetCVar(CCVars.ReplayRecordAdminChat))
{
_replay.RecordServerMessage(msg);
}
}
public void ChatMessageToManyFiltered(Filter filter, ChatChannel channel, string message, string wrappedMessage, EntityUid source,
bool hideChat, bool recordReplay, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0)
{
if (!recordReplay && !filter.Recipients.Any())
return;
var clients = new List<INetChannel>();
foreach (var recipient in filter.Recipients)
{
clients.Add(recipient.Channel);
}
ChatMessageToMany(channel, message, wrappedMessage, source, hideChat, recordReplay, clients, colorOverride, audioPath, audioVolume);
}
public void ChatMessageToAll(ChatChannel channel, string message, string wrappedMessage, EntityUid source, bool hideChat, bool recordReplay, Color? colorOverride = null, string? audioPath = null, float audioVolume = 0, NetUserId? author = null)
{
var user = author == null ? null : EnsurePlayer(author);
var netSource = _entityManager.GetNetEntity(source);
user?.AddEntity(netSource);
var msg = new ChatMessage(channel, message, wrappedMessage, netSource, user?.Key, hideChat, colorOverride, audioPath, audioVolume);
_netManager.ServerSendToAll(new MsgChatMessage() { Message = msg });
if (!recordReplay)
return;
if ((channel & ChatChannel.AdminRelated) == 0 ||
_configurationManager.GetCVar(CCVars.ReplayRecordAdminChat))
{
_replay.RecordServerMessage(msg);
}
}
public bool MessageCharacterLimit(ICommonSession? player, string message)
{
var isOverLength = false;
// Non-players don't need to be checked.
if (player == null)
return false;
// Check if message exceeds the character limit if the sender is a player
if (message.Length > MaxMessageLength)
{
var feedback = Loc.GetString("chat-manager-max-message-length-exceeded-message", ("limit", MaxMessageLength));
DispatchServerMessage(player, feedback);
isOverLength = true;
}
return isOverLength;
}
#endregion
}
public enum OOCChatType : byte
{
OOC,
Admin
} }

View File

@@ -1,11 +1,10 @@
namespace Content.Server.Ghost namespace Content.Server.Ghost;
/// <summary>
/// This is used to mark Observers properly, as they get Minds
/// </summary>
[RegisterComponent]
public sealed partial class ObserverRoleComponent : Component
{ {
/// <summary> public string Name => Loc.GetString("observer-role-name");
/// This is used to mark Observers properly, as they get Minds
/// </summary>
[RegisterComponent]
public sealed partial class ObserverRoleComponent : Component
{
public string Name => Loc.GetString("observer-role-name");
}
} }

View File

@@ -2,102 +2,101 @@
using Content.Server.Mind.Commands; using Content.Server.Mind.Commands;
using Content.Shared.Roles; using Content.Shared.Roles;
namespace Content.Server.Ghost.Roles.Components namespace Content.Server.Ghost.Roles.Components;
[RegisterComponent]
[Access(typeof(GhostRoleSystem))]
public sealed partial class GhostRoleComponent : Component
{ {
[RegisterComponent] [DataField("name")] private string _roleName = "Unknown";
[Access(typeof(GhostRoleSystem))]
public sealed partial class GhostRoleComponent : Component [DataField("description")] private string _roleDescription = "Unknown";
[DataField("rules")] private string _roleRules = "ghost-role-component-default-rules";
// TODO ROLE TIMERS
// Actually make use of / enforce this requirement?
// Why is this even here.
// Move to ghost role prototype & respect CCvars.GameRoleTimerOverride
[DataField("requirements")]
public HashSet<JobRequirement>? Requirements;
/// <summary>
/// Whether the <see cref="MakeSentientCommand"/> should run on the mob.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("makeSentient")]
public bool MakeSentient = true;
/// <summary>
/// The probability that this ghost role will be available after init.
/// Used mostly for takeover roles that want some probability of being takeover, but not 100%.
/// </summary>
[DataField("prob")]
public float Probability = 1f;
// We do this so updating RoleName and RoleDescription in VV updates the open EUIs.
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleName
{ {
[DataField("name")] private string _roleName = "Unknown"; get => Loc.GetString(_roleName);
set
[DataField("description")] private string _roleDescription = "Unknown";
[DataField("rules")] private string _roleRules = "ghost-role-component-default-rules";
// TODO ROLE TIMERS
// Actually make use of / enforce this requirement?
// Why is this even here.
// Move to ghost role prototype & respect CCvars.GameRoleTimerOverride
[DataField("requirements")]
public HashSet<JobRequirement>? Requirements;
/// <summary>
/// Whether the <see cref="MakeSentientCommand"/> should run on the mob.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("makeSentient")]
public bool MakeSentient = true;
/// <summary>
/// The probability that this ghost role will be available after init.
/// Used mostly for takeover roles that want some probability of being takeover, but not 100%.
/// </summary>
[DataField("prob")]
public float Probability = 1f;
// We do this so updating RoleName and RoleDescription in VV updates the open EUIs.
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleName
{ {
get => Loc.GetString(_roleName); _roleName = value;
set IoCManager.Resolve<IEntityManager>().System<GhostRoleSystem>().UpdateAllEui();
{
_roleName = value;
IoCManager.Resolve<IEntityManager>().System<GhostRoleSystem>().UpdateAllEui();
}
} }
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleDescription
{
get => Loc.GetString(_roleDescription);
set
{
_roleDescription = value;
IoCManager.Resolve<IEntityManager>().System<GhostRoleSystem>().UpdateAllEui();
}
}
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleRules
{
get => Loc.GetString(_roleRules);
set
{
_roleRules = value;
IoCManager.Resolve<IEntityManager>().System<GhostRoleSystem>().UpdateAllEui();
}
}
[DataField("allowSpeech")]
[ViewVariables(VVAccess.ReadWrite)]
public bool AllowSpeech { get; set; } = true;
[DataField("allowMovement")]
[ViewVariables(VVAccess.ReadWrite)]
public bool AllowMovement { get; set; }
[ViewVariables(VVAccess.ReadOnly)]
public bool Taken { get; set; }
[ViewVariables]
public uint Identifier { get; set; }
/// <summary>
/// Reregisters the ghost role when the current player ghosts.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("reregister")]
public bool ReregisterOnGhost { get; set; } = true;
/// <summary>
/// If set, ghost role is raffled, otherwise it is first-come-first-serve.
/// </summary>
[DataField("raffle")]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public GhostRoleRaffleConfig? RaffleConfig { get; set; }
} }
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleDescription
{
get => Loc.GetString(_roleDescription);
set
{
_roleDescription = value;
IoCManager.Resolve<IEntityManager>().System<GhostRoleSystem>().UpdateAllEui();
}
}
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleRules
{
get => Loc.GetString(_roleRules);
set
{
_roleRules = value;
IoCManager.Resolve<IEntityManager>().System<GhostRoleSystem>().UpdateAllEui();
}
}
[DataField("allowSpeech")]
[ViewVariables(VVAccess.ReadWrite)]
public bool AllowSpeech { get; set; } = true;
[DataField("allowMovement")]
[ViewVariables(VVAccess.ReadWrite)]
public bool AllowMovement { get; set; }
[ViewVariables(VVAccess.ReadOnly)]
public bool Taken { get; set; }
[ViewVariables]
public uint Identifier { get; set; }
/// <summary>
/// Reregisters the ghost role when the current player ghosts.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("reregister")]
public bool ReregisterOnGhost { get; set; } = true;
/// <summary>
/// If set, ghost role is raffled, otherwise it is first-come-first-serve.
/// </summary>
[DataField("raffle")]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public GhostRoleRaffleConfig? RaffleConfig { get; set; }
} }

File diff suppressed because it is too large Load Diff

View File

@@ -37,245 +37,244 @@ using Content.Shared.Traits.Assorted;
using Robust.Shared.Audio.Systems; using Robust.Shared.Audio.Systems;
using Content.Shared.Ghost.Roles.Components; using Content.Shared.Ghost.Roles.Components;
namespace Content.Server.Zombies namespace Content.Server.Zombies;
/// <summary>
/// Handles zombie propagation and inherent zombie traits
/// </summary>
/// <remarks>
/// Don't Shitcode Open Inside
/// </remarks>
public sealed partial class ZombieSystem
{ {
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly ServerInventorySystem _inventory = default!;
[Dependency] private readonly NpcFactionSystem _faction = default!;
[Dependency] private readonly NPCSystem _npc = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly SharedCombatModeSystem _combat = default!;
[Dependency] private readonly IChatManager _chatMan = default!;
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly SharedRoleSystem _roles = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
/// <summary> /// <summary>
/// Handles zombie propagation and inherent zombie traits /// Handles an entity turning into a zombie when they die or go into crit
/// </summary> /// </summary>
/// <remarks> private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
/// Don't Shitcode Open Inside
/// </remarks>
public sealed partial class ZombieSystem
{ {
[Dependency] private readonly SharedHandsSystem _hands = default!; if (args.NewMobState == MobState.Dead)
[Dependency] private readonly ServerInventorySystem _inventory = default!;
[Dependency] private readonly NpcFactionSystem _faction = default!;
[Dependency] private readonly NPCSystem _npc = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly SharedCombatModeSystem _combat = default!;
[Dependency] private readonly IChatManager _chatMan = default!;
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly SharedRoleSystem _roles = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
/// <summary>
/// Handles an entity turning into a zombie when they die or go into crit
/// </summary>
private void OnDamageChanged(EntityUid uid, ZombifyOnDeathComponent component, MobStateChangedEvent args)
{ {
if (args.NewMobState == MobState.Dead) ZombifyEntity(uid, args.Component);
{
ZombifyEntity(uid, args.Component);
}
}
/// <summary>
/// This is the general purpose function to call if you want to zombify an entity.
/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
/// </summary>
/// <param name="target">the entity being zombified</param>
/// <param name="mobState"></param>
/// <remarks>
/// ALRIGHT BIG BOYS, GIRLS AND ANYONE ELSE. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
/// This function is the god function for zombie stuff, and it is cursed. I have
/// attempted to label everything thouroughly for your sanity. I have attempted to
/// rewrite this, but this is how it shall lie eternal. Turn back now.
/// -emo
/// </remarks>
public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
{
//Don't zombfiy zombies
if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
return;
if (!Resolve(target, ref mobState, logMissing: false))
return;
//you're a real zombie now, son.
var zombiecomp = AddComp<ZombieComponent>(target);
//we need to basically remove all of these because zombies shouldn't
//get diseases, breath, be thirst, be hungry, die in space, have offspring or be paraplegic.
RemComp<RespiratorComponent>(target);
RemComp<BarotraumaComponent>(target);
RemComp<HungerComponent>(target);
RemComp<ThirstComponent>(target);
RemComp<ReproductiveComponent>(target);
RemComp<ReproductivePartnerComponent>(target);
RemComp<LegsParalyzedComponent>(target);
RemComp<ComplexInteractionComponent>(target);
//funny voice
var accentType = "zombie";
if (TryComp<ZombieAccentOverrideComponent>(target, out var accent))
accentType = accent.Accent;
EnsureComp<ReplacementAccentComponent>(target).Accent = accentType;
//This is needed for stupid entities that fuck up combat mode component
//in an attempt to make an entity not attack. This is the easiest way to do it.
var combat = EnsureComp<CombatModeComponent>(target);
RemComp<PacifiedComponent>(target);
_combat.SetCanDisarm(target, false, combat);
_combat.SetInCombatMode(target, true, combat);
//This is the actual damage of the zombie. We assign the visual appearance
//and range here because of stuff we'll find out later
var melee = EnsureComp<MeleeWeaponComponent>(target);
melee.Animation = zombiecomp.AttackAnimation;
melee.WideAnimation = zombiecomp.AttackAnimation;
melee.AltDisarm = false;
melee.Range = 1.2f;
melee.Angle = 0.0f;
melee.HitSound = zombiecomp.BiteSound;
if (mobState.CurrentState == MobState.Alive)
{
// Groaning when damaged
EnsureComp<EmoteOnDamageComponent>(target);
_emoteOnDamage.AddEmote(target, "Scream");
// Random groaning
EnsureComp<AutoEmoteComponent>(target);
_autoEmote.AddEmote(target, "ZombieGroan");
}
//We have specific stuff for humanoid zombies because they matter more
if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
{
//store some values before changing them in case the humanoid get cloned later
zombiecomp.BeforeZombifiedSkinColor = huApComp.SkinColor;
zombiecomp.BeforeZombifiedEyeColor = huApComp.EyeColor;
zombiecomp.BeforeZombifiedCustomBaseLayers = new(huApComp.CustomBaseLayers);
if (TryComp<BloodstreamComponent>(target, out var stream))
zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
_humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
// Messing with the eye layer made it vanish upon cloning, and also it didn't even appear right
huApComp.EyeColor = zombiecomp.EyeColor;
// this might not resync on clone?
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
//This is done here because non-humanoids shouldn't get baller damage
//lord forgive me for the hardcoded damage
DamageSpecifier dspec = new()
{
DamageDict = new()
{
{ "Slash", 13 },
{ "Piercing", 7 },
{ "Structural", 10 }
}
};
melee.Damage = dspec;
// humanoid zombies get to pry open doors and shit
var pryComp = EnsureComp<PryingComponent>(target);
pryComp.SpeedModifier = 0.75f;
pryComp.PryPowered = true;
pryComp.Force = true;
Dirty(target, pryComp);
}
Dirty(target, melee);
//The zombie gets the assigned damage weaknesses and strengths
_damageable.SetDamageModifierSetId(target, "Zombie");
//This makes it so the zombie doesn't take bloodloss damage.
//NOTE: they are supposed to bleed, just not take damage
_bloodstream.SetBloodLossThreshold(target, 0f);
//Give them zombie blood
_bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
_inventory.TryUnequip(target, "gloves", true, true);
//Should prevent instances of zombies using comms for information they shouldnt be able to have.
_inventory.TryUnequip(target, "ears", true, true);
//popup
_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
//Make it sentient if it's an animal or something
MakeSentientCommand.MakeSentient(target, EntityManager);
//Make the zombie not die in the cold. Good for space zombies
if (TryComp<TemperatureComponent>(target, out var tempComp))
tempComp.ColdDamage.ClampMax(0);
//Heals the zombie from all the damage it took while human
if (TryComp<DamageableComponent>(target, out var damageablecomp))
_damageable.SetAllDamage(target, damageablecomp, 0);
_mobState.ChangeMobState(target, MobState.Alive);
_faction.ClearFactions(target, dirty: false);
_faction.AddFaction(target, "Zombie");
//gives it the funny "Zombie ___" name.
_nameMod.RefreshNameModifiers(target);
_identity.QueueIdentityUpdate(target);
var htn = EnsureComp<HTNComponent>(target);
htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
_npc.SleepNPC(target, htn);
//He's gotta have a mind
var hasMind = _mind.TryGetMind(target, out var mindId, out _);
if (hasMind && _mind.TryGetSession(mindId, out var session))
{
//Zombie role for player manifest
_roles.MindAddRole(mindId, new ZombieRoleComponent { PrototypeId = zombiecomp.ZombieRoleId });
//Greeting message for new bebe zombers
_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
// Notificate player about new role assignment
_audio.PlayGlobal(zombiecomp.GreetSoundNotification, session);
}
else
{
_npc.WakeNPC(target, htn);
}
if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !hasMind) //this specific component gives build test trouble so pop off, ig
{
//yet more hardcoding. Visit zombie.ftl for more information.
var ghostRole = EnsureComp<GhostRoleComponent>(target);
EnsureComp<GhostTakeoverAvailableComponent>(target);
ghostRole.RoleName = Loc.GetString("zombie-generic");
ghostRole.RoleDescription = Loc.GetString("zombie-role-desc");
ghostRole.RoleRules = Loc.GetString("zombie-role-rules");
}
if (TryComp<HandsComponent>(target, out var handsComp))
{
_hands.RemoveHands(target);
RemComp(target, handsComp);
}
// Sloth: What the fuck?
// How long until compregistry lmao.
RemComp<PullerComponent>(target);
// No longer waiting to become a zombie:
// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
RemCompDeferred<PendingZombieComponent>(target);
//zombie gamemode stuff
var ev = new EntityZombifiedEvent(target);
RaiseLocalEvent(target, ref ev, true);
//zombies get slowdown once they convert
_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
} }
} }
/// <summary>
/// This is the general purpose function to call if you want to zombify an entity.
/// It handles both humanoid and nonhumanoid transformation and everything should be called through it.
/// </summary>
/// <param name="target">the entity being zombified</param>
/// <param name="mobState"></param>
/// <remarks>
/// ALRIGHT BIG BOYS, GIRLS AND ANYONE ELSE. YOU'VE COME TO THE LAYER OF THE BEAST. THIS IS YOUR WARNING.
/// This function is the god function for zombie stuff, and it is cursed. I have
/// attempted to label everything thouroughly for your sanity. I have attempted to
/// rewrite this, but this is how it shall lie eternal. Turn back now.
/// -emo
/// </remarks>
public void ZombifyEntity(EntityUid target, MobStateComponent? mobState = null)
{
//Don't zombfiy zombies
if (HasComp<ZombieComponent>(target) || HasComp<ZombieImmuneComponent>(target))
return;
if (!Resolve(target, ref mobState, logMissing: false))
return;
//you're a real zombie now, son.
var zombiecomp = AddComp<ZombieComponent>(target);
//we need to basically remove all of these because zombies shouldn't
//get diseases, breath, be thirst, be hungry, die in space, have offspring or be paraplegic.
RemComp<RespiratorComponent>(target);
RemComp<BarotraumaComponent>(target);
RemComp<HungerComponent>(target);
RemComp<ThirstComponent>(target);
RemComp<ReproductiveComponent>(target);
RemComp<ReproductivePartnerComponent>(target);
RemComp<LegsParalyzedComponent>(target);
RemComp<ComplexInteractionComponent>(target);
//funny voice
var accentType = "zombie";
if (TryComp<ZombieAccentOverrideComponent>(target, out var accent))
accentType = accent.Accent;
EnsureComp<ReplacementAccentComponent>(target).Accent = accentType;
//This is needed for stupid entities that fuck up combat mode component
//in an attempt to make an entity not attack. This is the easiest way to do it.
var combat = EnsureComp<CombatModeComponent>(target);
RemComp<PacifiedComponent>(target);
_combat.SetCanDisarm(target, false, combat);
_combat.SetInCombatMode(target, true, combat);
//This is the actual damage of the zombie. We assign the visual appearance
//and range here because of stuff we'll find out later
var melee = EnsureComp<MeleeWeaponComponent>(target);
melee.Animation = zombiecomp.AttackAnimation;
melee.WideAnimation = zombiecomp.AttackAnimation;
melee.AltDisarm = false;
melee.Range = 1.2f;
melee.Angle = 0.0f;
melee.HitSound = zombiecomp.BiteSound;
if (mobState.CurrentState == MobState.Alive)
{
// Groaning when damaged
EnsureComp<EmoteOnDamageComponent>(target);
_emoteOnDamage.AddEmote(target, "Scream");
// Random groaning
EnsureComp<AutoEmoteComponent>(target);
_autoEmote.AddEmote(target, "ZombieGroan");
}
//We have specific stuff for humanoid zombies because they matter more
if (TryComp<HumanoidAppearanceComponent>(target, out var huApComp)) //huapcomp
{
//store some values before changing them in case the humanoid get cloned later
zombiecomp.BeforeZombifiedSkinColor = huApComp.SkinColor;
zombiecomp.BeforeZombifiedEyeColor = huApComp.EyeColor;
zombiecomp.BeforeZombifiedCustomBaseLayers = new(huApComp.CustomBaseLayers);
if (TryComp<BloodstreamComponent>(target, out var stream))
zombiecomp.BeforeZombifiedBloodReagent = stream.BloodReagent;
_humanoidAppearance.SetSkinColor(target, zombiecomp.SkinColor, verify: false, humanoid: huApComp);
// Messing with the eye layer made it vanish upon cloning, and also it didn't even appear right
huApComp.EyeColor = zombiecomp.EyeColor;
// this might not resync on clone?
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Tail, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadSide, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.HeadTop, zombiecomp.BaseLayerExternal, humanoid: huApComp);
_humanoidAppearance.SetBaseLayerId(target, HumanoidVisualLayers.Snout, zombiecomp.BaseLayerExternal, humanoid: huApComp);
//This is done here because non-humanoids shouldn't get baller damage
//lord forgive me for the hardcoded damage
DamageSpecifier dspec = new()
{
DamageDict = new()
{
{ "Slash", 13 },
{ "Piercing", 7 },
{ "Structural", 10 }
}
};
melee.Damage = dspec;
// humanoid zombies get to pry open doors and shit
var pryComp = EnsureComp<PryingComponent>(target);
pryComp.SpeedModifier = 0.75f;
pryComp.PryPowered = true;
pryComp.Force = true;
Dirty(target, pryComp);
}
Dirty(target, melee);
//The zombie gets the assigned damage weaknesses and strengths
_damageable.SetDamageModifierSetId(target, "Zombie");
//This makes it so the zombie doesn't take bloodloss damage.
//NOTE: they are supposed to bleed, just not take damage
_bloodstream.SetBloodLossThreshold(target, 0f);
//Give them zombie blood
_bloodstream.ChangeBloodReagent(target, zombiecomp.NewBloodReagent);
//This is specifically here to combat insuls, because frying zombies on grilles is funny as shit.
_inventory.TryUnequip(target, "gloves", true, true);
//Should prevent instances of zombies using comms for information they shouldnt be able to have.
_inventory.TryUnequip(target, "ears", true, true);
//popup
_popup.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, PopupType.LargeCaution);
//Make it sentient if it's an animal or something
MakeSentientCommand.MakeSentient(target, EntityManager);
//Make the zombie not die in the cold. Good for space zombies
if (TryComp<TemperatureComponent>(target, out var tempComp))
tempComp.ColdDamage.ClampMax(0);
//Heals the zombie from all the damage it took while human
if (TryComp<DamageableComponent>(target, out var damageablecomp))
_damageable.SetAllDamage(target, damageablecomp, 0);
_mobState.ChangeMobState(target, MobState.Alive);
_faction.ClearFactions(target, dirty: false);
_faction.AddFaction(target, "Zombie");
//gives it the funny "Zombie ___" name.
_nameMod.RefreshNameModifiers(target);
_identity.QueueIdentityUpdate(target);
var htn = EnsureComp<HTNComponent>(target);
htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
_npc.SleepNPC(target, htn);
//He's gotta have a mind
var hasMind = _mind.TryGetMind(target, out var mindId, out _);
if (hasMind && _mind.TryGetSession(mindId, out var session))
{
//Zombie role for player manifest
_roles.MindAddRole(mindId, new ZombieRoleComponent { PrototypeId = zombiecomp.ZombieRoleId });
//Greeting message for new bebe zombers
_chatMan.DispatchServerMessage(session, Loc.GetString("zombie-infection-greeting"));
// Notificate player about new role assignment
_audio.PlayGlobal(zombiecomp.GreetSoundNotification, session);
}
else
{
_npc.WakeNPC(target, htn);
}
if (!HasComp<GhostRoleMobSpawnerComponent>(target) && !hasMind) //this specific component gives build test trouble so pop off, ig
{
//yet more hardcoding. Visit zombie.ftl for more information.
var ghostRole = EnsureComp<GhostRoleComponent>(target);
EnsureComp<GhostTakeoverAvailableComponent>(target);
ghostRole.RoleName = Loc.GetString("zombie-generic");
ghostRole.RoleDescription = Loc.GetString("zombie-role-desc");
ghostRole.RoleRules = Loc.GetString("zombie-role-rules");
}
if (TryComp<HandsComponent>(target, out var handsComp))
{
_hands.RemoveHands(target);
RemComp(target, handsComp);
}
// Sloth: What the fuck?
// How long until compregistry lmao.
RemComp<PullerComponent>(target);
// No longer waiting to become a zombie:
// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
RemCompDeferred<PendingZombieComponent>(target);
//zombie gamemode stuff
var ev = new EntityZombifiedEvent(target);
RaiseLocalEvent(target, ref ev, true);
//zombies get slowdown once they convert
_movementSpeedModifier.RefreshMovementSpeedModifiers(target);
}
} }

View File

@@ -1,10 +1,9 @@
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Shared.Administration.Events namespace Content.Shared.Administration.Events;
[NetSerializable, Serializable]
public sealed class PlayerInfoChangedEvent : EntityEventArgs
{ {
[NetSerializable, Serializable] public PlayerInfo? PlayerInfo;
public sealed class PlayerInfoChangedEvent : EntityEventArgs
{
public PlayerInfo? PlayerInfo;
}
} }

View File

@@ -1,36 +1,35 @@
using Robust.Shared.Network; using Robust.Shared.Network;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Shared.Administration namespace Content.Shared.Administration;
[Serializable, NetSerializable]
public sealed record PlayerInfo(
string Username,
string CharacterName,
string IdentityName,
string StartingJob,
bool Antag,
NetEntity? NetEntity,
NetUserId SessionId,
bool Connected,
bool ActiveThisRound,
TimeSpan? OverallPlaytime)
{ {
[Serializable, NetSerializable] private string? _playtimeString;
public sealed record PlayerInfo(
string Username, public bool IsPinned { get; set; }
string CharacterName,
string IdentityName, public string PlaytimeString => _playtimeString ??=
string StartingJob, OverallPlaytime?.ToString("%d':'hh':'mm") ?? Loc.GetString("generic-unknown-title");
bool Antag,
NetEntity? NetEntity, public bool Equals(PlayerInfo? other)
NetUserId SessionId,
bool Connected,
bool ActiveThisRound,
TimeSpan? OverallPlaytime)
{ {
private string? _playtimeString; return other?.SessionId == SessionId;
}
public bool IsPinned { get; set; } public override int GetHashCode()
{
public string PlaytimeString => _playtimeString ??= return SessionId.GetHashCode();
OverallPlaytime?.ToString("%d':'hh':'mm") ?? Loc.GetString("generic-unknown-title");
public bool Equals(PlayerInfo? other)
{
return other?.SessionId == SessionId;
}
public override int GetHashCode()
{
return SessionId.GetHashCode();
}
} }
} }

View File

@@ -1,12 +1,11 @@
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Shared.Ghost.Roles namespace Content.Shared.Ghost.Roles;
[Serializable, NetSerializable]
public sealed class GhostRole
{ {
[Serializable, NetSerializable] public string Name { get; set; } = string.Empty;
public sealed class GhostRole public string Description { get; set; } = string.Empty;
{ public NetEntity Id;
public string Name { get; set; } = string.Empty;
public string Description { get; set; } = string.Empty;
public NetEntity Id;
}
} }

View File

@@ -1,97 +1,96 @@
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
namespace Content.Shared.Mind.Components namespace Content.Shared.Mind.Components;
/// <summary>
/// This component indicates that this entity may have mind, which is simply an entity with a <see cref="MindComponent"/>.
/// The mind entity is not actually stored in a "container", but is simply stored in nullspace.
/// </summary>
[RegisterComponent, Access(typeof(SharedMindSystem)), NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MindContainerComponent : Component
{ {
/// <summary> /// <summary>
/// This component indicates that this entity may have mind, which is simply an entity with a <see cref="MindComponent"/>. /// The mind controlling this mob. Can be null.
/// The mind entity is not actually stored in a "container", but is simply stored in nullspace.
/// </summary> /// </summary>
[RegisterComponent, Access(typeof(SharedMindSystem)), NetworkedComponent, AutoGenerateComponentState] [DataField, AutoNetworkedField]
public sealed partial class MindContainerComponent : Component [Access(typeof(SharedMindSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
{ public EntityUid? Mind { get; set; }
/// <summary>
/// The mind controlling this mob. Can be null.
/// </summary>
[DataField, AutoNetworkedField]
[Access(typeof(SharedMindSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public EntityUid? Mind { get; set; }
/// <summary>
/// True if we have a mind, false otherwise.
/// </summary>
[MemberNotNullWhen(true, nameof(Mind))]
public bool HasMind => Mind != null;
/// <summary>
/// Whether examining should show information about the mind or not.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("showExamineInfo"), AutoNetworkedField]
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")]
[Access(typeof(SharedMindSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public bool GhostOnShutdown { get; set; } = true;
}
public abstract class MindEvent : EntityEventArgs
{
public readonly Entity<MindComponent> Mind;
public readonly Entity<MindContainerComponent> Container;
public MindEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
{
Mind = mind;
Container = container;
}
}
/// <summary> /// <summary>
/// Event raised directed at a mind-container when a mind gets removed. /// True if we have a mind, false otherwise.
/// </summary> /// </summary>
public sealed class MindRemovedMessage : MindEvent [MemberNotNullWhen(true, nameof(Mind))]
{ public bool HasMind => Mind != null;
public MindRemovedMessage(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
: base(mind, container)
{
}
}
/// <summary> /// <summary>
/// Event raised directed at a mind when it gets removed from a mind-container. /// Whether examining should show information about the mind or not.
/// </summary> /// </summary>
public sealed class MindGotRemovedEvent : MindEvent [ViewVariables(VVAccess.ReadWrite)]
{ [DataField("showExamineInfo"), AutoNetworkedField]
public MindGotRemovedEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container) public bool ShowExamineInfo { get; set; }
: base(mind, container)
{
}
}
/// <summary> /// <summary>
/// Event raised directed at a mind-container when a mind gets added. /// Whether the mind will be put on a ghost after this component is shutdown.
/// </summary> /// </summary>
public sealed class MindAddedMessage : MindEvent [ViewVariables(VVAccess.ReadWrite)]
{ [DataField("ghostOnShutdown")]
public MindAddedMessage(Entity<MindComponent> mind, Entity<MindContainerComponent> container) [Access(typeof(SharedMindSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
: base(mind, container) public bool GhostOnShutdown { get; set; } = true;
{ }
}
}
/// <summary> public abstract class MindEvent : EntityEventArgs
/// Event raised directed at a mind when it gets added to a mind-container. {
/// </summary> public readonly Entity<MindComponent> Mind;
public sealed class MindGotAddedEvent : MindEvent public readonly Entity<MindContainerComponent> Container;
public MindEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
{
Mind = mind;
Container = container;
}
}
/// <summary>
/// Event raised directed at a mind-container when a mind gets removed.
/// </summary>
public sealed class MindRemovedMessage : MindEvent
{
public MindRemovedMessage(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
: base(mind, container)
{
}
}
/// <summary>
/// Event raised directed at a mind when it gets removed from a mind-container.
/// </summary>
public sealed class MindGotRemovedEvent : MindEvent
{
public MindGotRemovedEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
: base(mind, container)
{
}
}
/// <summary>
/// Event raised directed at a mind-container when a mind gets added.
/// </summary>
public sealed class MindAddedMessage : MindEvent
{
public MindAddedMessage(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
: base(mind, container)
{
}
}
/// <summary>
/// Event raised directed at a mind when it gets added to a mind-container.
/// </summary>
public sealed class MindGotAddedEvent : MindEvent
{
public MindGotAddedEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
: base(mind, container)
{ {
public MindGotAddedEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
: base(mind, container)
{
}
} }
} }

View File

@@ -5,105 +5,104 @@ using Robust.Shared.GameStates;
using Robust.Shared.Network; using Robust.Shared.Network;
using Robust.Shared.Player; using Robust.Shared.Player;
namespace Content.Shared.Mind namespace Content.Shared.Mind;
/// <summary>
/// This component stores information about a player/mob mind. The component will be attached to a mind-entity
/// which is stored in null-space. The entity that is currently "possessed" by the mind will have a
/// <see cref="MindContainerComponent"/>.
/// </summary>
/// <remarks>
/// Roles are attached as components on the mind-entity entity.
/// 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.
///
/// Minds are stored in null-space, and are thus generally not set to players unless that player is the owner
/// of the mind. As a result it should be safe to network "secret" information like roles & objectives
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class MindComponent : Component
{ {
[DataField, AutoNetworkedField]
public List<EntityUid> Objectives = new();
/// <summary> /// <summary>
/// This component stores information about a player/mob mind. The component will be attached to a mind-entity /// The session ID of the player owning this mind.
/// which is stored in null-space. The entity that is currently "possessed" by the mind will have a
/// <see cref="MindContainerComponent"/>.
/// </summary> /// </summary>
/// <remarks> [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
/// Roles are attached as components on the mind-entity entity. public NetUserId? UserId { get; set; }
/// 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.
///
/// Minds are stored in null-space, and are thus generally not set to players unless that player is the owner
/// of the mind. As a result it should be safe to network "secret" information like roles & objectives
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class MindComponent : Component
{
[DataField, AutoNetworkedField]
public List<EntityUid> Objectives = new();
/// <summary> /// <summary>
/// The session ID of the player owning this mind. /// The session ID of the original owner, if any.
/// </summary> /// May end up used for round-end information (as the owner may have abandoned Mind since)
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))] /// </summary>
public NetUserId? UserId { get; set; } [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public NetUserId? OriginalOwnerUserId { get; set; }
/// <summary> /// <summary>
/// The session ID of the original owner, if any. /// The first entity that this mind controlled. Used for round end information.
/// May end up used for round-end information (as the owner may have abandoned Mind since) /// Might be relevant if the player has ghosted since.
/// </summary> /// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))] [DataField, AutoNetworkedField]
public NetUserId? OriginalOwnerUserId { get; set; } public NetEntity? OriginalOwnedEntity;
// This is a net entity, because this field currently ddoes not get set to null when this entity is deleted.
// This is a lazy way to ensure that people check that the entity still exists.
// TODO MIND Fix this properly by adding an OriginalMindContainerComponent or something like that.
/// <summary> [ViewVariables]
/// The first entity that this mind controlled. Used for round end information. public bool IsVisitingEntity => VisitingEntity != null;
/// Might be relevant if the player has ghosted since.
/// </summary>
[DataField, AutoNetworkedField]
public NetEntity? OriginalOwnedEntity;
// This is a net entity, because this field currently ddoes not get set to null when this entity is deleted.
// This is a lazy way to ensure that people check that the entity still exists.
// TODO MIND Fix this properly by adding an OriginalMindContainerComponent or something like that.
[ViewVariables] [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public bool IsVisitingEntity => VisitingEntity != null; public EntityUid? VisitingEntity { get; set; }
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))] [ViewVariables]
public EntityUid? VisitingEntity { get; set; } public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity;
[ViewVariables] [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity; public string? CharacterName { get; set; }
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] /// <summary>
public string? CharacterName { get; set; } /// The time of death for this Mind.
/// Can be null - will be null if the Mind is not considered "dead".
/// </summary>
[DataField]
public TimeSpan? TimeOfDeath { get; set; }
/// <summary> /// <summary>
/// The time of death for this Mind. /// The entity currently owned by this mind.
/// Can be null - will be null if the Mind is not considered "dead". /// Can be null.
/// </summary> /// </summary>
[DataField] [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public TimeSpan? TimeOfDeath { get; set; } public EntityUid? OwnedEntity { get; set; }
/// <summary> /// <summary>
/// The entity currently owned by this mind. /// An enumerable over all the objective entities this mind has.
/// Can be null. /// </summary>
/// </summary> [ViewVariables, Obsolete("Use Objectives field")]
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))] public IEnumerable<EntityUid> AllObjectives => Objectives;
public EntityUid? OwnedEntity { get; set; }
/// <summary> /// <summary>
/// An enumerable over all the objective entities this mind has. /// Prevents user from ghosting out
/// </summary> /// </summary>
[ViewVariables, Obsolete("Use Objectives field")] [ViewVariables(VVAccess.ReadWrite)]
public IEnumerable<EntityUid> AllObjectives => Objectives; [DataField("preventGhosting")]
public bool PreventGhosting { get; set; }
/// <summary> /// <summary>
/// Prevents user from ghosting out /// Prevents user from suiciding
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("preventGhosting")] [DataField("preventSuicide")]
public bool PreventGhosting { get; set; } public bool PreventSuicide { get; set; }
/// <summary> /// <summary>
/// Prevents user from suiciding /// The session of the player owning this mind.
/// </summary> /// Can be null, in which case the player is currently not logged in.
[ViewVariables(VVAccess.ReadWrite)] /// </summary>
[DataField("preventSuicide")] [ViewVariables, Access(typeof(SharedMindSystem), typeof(SharedGameTicker))]
public bool PreventSuicide { get; set; } // TODO remove this after moving IPlayerManager functions to shared
public ICommonSession? Session { get; set; }
/// <summary>
/// The session of the player owning this mind.
/// Can be null, in which case the player is currently not logged in.
/// </summary>
[ViewVariables, Access(typeof(SharedMindSystem), typeof(SharedGameTicker))]
// TODO remove this after moving IPlayerManager functions to shared
public ICommonSession? Session { get; set; }
}
} }