Role Types (#33420)
* mindcomponent namespace * wip MindRole stuff * admin player tab * mindroletype comment * mindRolePrototype redesign * broken param * wip RoleType implementation * basic role type switching for antags * traitor fix * fix AdminPanel update * the renameningTM * cleanup * feature uncreeping * roletypes on mind roles * update MindComponent.RoleType when MindRoles change * ghostrole configuration * ghostrole config improvements * live update of roleType on the character window * logging stuff and notes * remove thing no one asked for * weh * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * move roletypeprototype to its own file, minor note stuff * remove Roletype.Created * log stuff * roletype setup for ghostroles and autotraitor reinforcements * ghostrole type configs * adjustable admin overlay * cleanup * fix this in its own PR * silicon antagonist * borg stuff * mmi roletype handling * spawnable borg roletype handling * weh * ghost role cleanup * weh * RoleEvent update * polish * log stuff * admin overlay config * ghostrolecomponent cleanup * weh * admin overlay code cleanup * minor cleanup * Obsolete MindRoleAddedEvent * comment * minor code cleanup * MindOnDoGreeting fix * Role update message * fix duplicate job greeting for cyborgs * fix emag job message dupe * nicer-looking role type update * crew aligned * syndicate assault borg role fix * fix test fail * fix a merge mistake * fix LoneOp role type * Update Content.Client/Administration/AdminNameOverlay.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Roles/SharedRoleSystem.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * comment formatting Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * change logging category Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fix a space Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * use MindAddRoles Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * get MindComponent from TryGetMind Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * move var declaration outside loop * remove TryComp * take RoleEnum behind the barn * don't use ensurecomp unnecessarily * cvar comments * toggleableghostrolecomponent documentation * skrek * use EntProtoId * mindrole config * merge baserolecomponent into basemindrolecomponent * ai and borg silicon role tweaks * formatting Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * I will end you (the color) Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * use LocId type for a locale id * update RoleEvent documentation * update RoleEvent documentation * remove obsolete MindRoleAddedEvent * refine MindRolesUpdate() * use dependency Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * inject dependency Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * roleType.Name no longer required * reformatted draw code logic * GhostRoleMarkerRoleComponent comment * minor SharedRoleSystem cleanup * StartingMindRoleComponent, unhardcode roundstart silicon * Update Content.Shared/Roles/SharedRoleSystem.cs * remove a whitespace --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
@@ -1,14 +1,18 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Mind;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Silicons.Borgs.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Roles;
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@@ -19,6 +23,7 @@ public abstract class SharedRoleSystem : EntitySystem
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly SharedMindSystem _minds = default!;
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[Dependency] private readonly IPrototypeManager _prototypes = default!;
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private JobRequirementOverridePrototype? _requirementOverride;
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@@ -28,6 +33,15 @@ public abstract class SharedRoleSystem : EntitySystem
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Subs.CVar(_cfg, CCVars.GameRoleTimerOverride, SetRequirementOverride, true);
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SubscribeLocalEvent<MindRoleComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<StartingMindRoleComponent, PlayerSpawnCompleteEvent>(OnSpawn);
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}
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private void OnSpawn(EntityUid uid, StartingMindRoleComponent component, PlayerSpawnCompleteEvent args)
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{
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if (!_minds.TryGetMind(uid, out var mindId, out var mindComp))
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return;
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MindAddRole(mindId, component.MindRole, mind: mindComp, silent: component.Silent);
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}
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private void SetRequirementOverride(string value)
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@@ -50,7 +64,7 @@ public abstract class SharedRoleSystem : EntitySystem
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/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
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/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
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public void MindAddRoles(EntityUid mindId,
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List<ProtoId<EntityPrototype>>? roles,
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List<EntProtoId>? roles,
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MindComponent? mind = null,
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bool silent = false)
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{
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@@ -71,7 +85,7 @@ public abstract class SharedRoleSystem : EntitySystem
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/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
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/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
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public void MindAddRole(EntityUid mindId,
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ProtoId<EntityPrototype> protoId,
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EntProtoId protoId,
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MindComponent? mind = null,
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bool silent = false)
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{
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@@ -114,22 +128,20 @@ public abstract class SharedRoleSystem : EntitySystem
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/// Creates a Mind Role
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/// </summary>
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private void MindAddRoleDo(EntityUid mindId,
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ProtoId<EntityPrototype> protoId,
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EntProtoId protoId,
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MindComponent? mind = null,
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bool silent = false,
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string? jobPrototype = null)
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{
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if (!Resolve(mindId, ref mind))
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{
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Log.Error($"Failed to add role {protoId} to mind {mindId} : Mind does not match provided mind component");
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Log.Error($"Failed to add role {protoId} to {ToPrettyString(mindId)} : Mind does not match provided mind component");
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return;
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}
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var antagonist = false;
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if (!_prototypes.TryIndex(protoId, out var protoEnt))
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{
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Log.Error($"Failed to add role {protoId} to mind {mindId} : Role prototype does not exist");
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Log.Error($"Failed to add role {protoId} to {ToPrettyString(mindId)} : Role prototype does not exist");
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return;
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}
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@@ -151,15 +163,14 @@ public abstract class SharedRoleSystem : EntitySystem
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DebugTools.Assert(!mindRoleComp.ExclusiveAntag);
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}
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antagonist |= mindRoleComp.Antag;
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mind.MindRoles.Add(mindRoleId);
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var mindEv = new MindRoleAddedEvent(silent);
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RaiseLocalEvent(mindId, ref mindEv);
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var update = MindRolesUpdate((mindId, mind));
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var message = new RoleAddedEvent(mindId, mind, antagonist, silent);
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// RoleType refresh, Role time tracking, Update Admin playerlist
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if (mind.OwnedEntity != null)
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{
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var message = new RoleAddedEvent(mindId, mind, update, silent);
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RaiseLocalEvent(mind.OwnedEntity.Value, message, true);
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}
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@@ -174,12 +185,91 @@ public abstract class SharedRoleSystem : EntitySystem
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{
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//TODO: This is not tied to the player on the Admin Log filters.
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//Probably only happens when Job Role is added on initial spawn, before the mind entity is put in a mob
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Log.Error($"{ToPrettyString(mindId)} does not have an OwnedEntity!");
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_adminLogger.Add(LogType.Mind,
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LogImpact.Low,
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$"{name} added to {ToPrettyString(mindId)}");
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}
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}
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/// <summary>
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/// Select the mind's currently "active" mind role entity, and update the mind's role type, if necessary
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/// </summary>
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/// <returns>
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/// True if this changed the mind's role type
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/// </returns>>
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private bool MindRolesUpdate(Entity<MindComponent?> ent)
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{
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if(!Resolve(ent.Owner, ref ent.Comp))
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return false;
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//get the most important/latest mind role
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var roleType = GetRoleTypeByTime(ent.Comp);
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if (ent.Comp.RoleType == roleType)
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return false;
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SetRoleType(ent.Owner, roleType);
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return true;
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}
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private ProtoId<RoleTypePrototype> GetRoleTypeByTime(MindComponent mind)
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{
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// If any Mind Roles specify a Role Type, return the most recent. Otherwise return Neutral
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var roles = new List<ProtoId<RoleTypePrototype>>();
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foreach (var role in mind.MindRoles)
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{
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var comp = Comp<MindRoleComponent>(role);
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if (comp.RoleType is not null)
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roles.Add(comp.RoleType.Value);
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}
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ProtoId<RoleTypePrototype> result = (roles.Count > 0) ? roles.LastOrDefault() : "Neutral";
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return (result);
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}
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private void SetRoleType(EntityUid mind, ProtoId<RoleTypePrototype> roleTypeId)
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{
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if (!TryComp<MindComponent>(mind, out var comp))
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{
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Log.Error($"Failed to update Role Type of mind entity {ToPrettyString(mind)} to {roleTypeId}. MindComponent not found.");
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return;
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}
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if (!_prototypes.HasIndex(roleTypeId))
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{
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Log.Error($"Failed to change Role Type of {_minds.MindOwnerLoggingString(comp)} to {roleTypeId}. Invalid role");
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return;
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}
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comp.RoleType = roleTypeId;
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Dirty(mind, comp);
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// Update player character window
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if (_minds.TryGetSession(mind, out var session))
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RaiseNetworkEvent(new MindRoleTypeChangedEvent(), session.Channel);
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else
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{
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var error = $"The Character Window of {_minds.MindOwnerLoggingString(comp)} potentially did not update immediately : session error";
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_adminLogger.Add(LogType.Mind, LogImpact.High, $"{error}");
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}
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if (comp.OwnedEntity is null)
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{
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Log.Error($"{ToPrettyString(mind)} does not have an OwnedEntity!");
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_adminLogger.Add(LogType.Mind,
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LogImpact.High,
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$"Role Type of {ToPrettyString(mind)} changed to {roleTypeId}");
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return;
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}
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_adminLogger.Add(LogType.Mind,
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LogImpact.High,
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$"Role Type of {ToPrettyString(comp.OwnedEntity)} changed to {roleTypeId}");
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}
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/// <summary>
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/// Removes all instances of a specific role from this mind.
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/// </summary>
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@@ -195,20 +285,18 @@ public abstract class SharedRoleSystem : EntitySystem
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return false;
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var found = false;
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var antagonist = false;
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var delete = new List<EntityUid>();
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foreach (var role in mind.Comp.MindRoles)
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{
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if (!HasComp<T>(role))
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continue;
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if (!TryComp(role, out MindRoleComponent? roleComp))
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if (!HasComp<MindRoleComponent>(role))
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{
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Log.Error($"Encountered mind role entity {ToPrettyString(role)} without a {nameof(MindRoleComponent)}");
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continue;
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}
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antagonist |= roleComp.Antag | roleComp.ExclusiveAntag;
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delete.Add(role);
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found = true;
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}
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@@ -221,9 +309,11 @@ public abstract class SharedRoleSystem : EntitySystem
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_entityManager.DeleteEntity(role);
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}
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var update = MindRolesUpdate(mind);
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if (mind.Comp.OwnedEntity != null)
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{
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var message = new RoleRemovedEvent(mind.Owner, mind.Comp, antagonist);
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var message = new RoleRemovedEvent(mind.Owner, mind.Comp, update);
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RaiseLocalEvent(mind.Comp.OwnedEntity.Value, message, true);
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}
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@@ -267,10 +357,9 @@ public abstract class SharedRoleSystem : EntitySystem
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/// Finds the first mind role of a specific T type on a mind entity.
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/// Outputs entity components for the mind role's MindRoleComponent and for T
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/// </summary>
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/// <param name="mindId">The mind entity</param>
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/// <param name="mind">The mind entity</param>
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/// <typeparam name="T">The type of the role to find.</typeparam>
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/// <param name="role">The Mind Role entity component</param>
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/// <param name="roleT">The Mind Role's entity component for T</param>
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/// <returns>True if the role is found</returns>
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public bool MindHasRole<T>(Entity<MindComponent?> mind,
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[NotNullWhen(true)] out Entity<MindRoleComponent, T>? role) where T : IComponent
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@@ -467,7 +556,7 @@ public abstract class SharedRoleSystem : EntitySystem
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return CheckAntagonistStatus(mindId.Value).ExclusiveAntag;
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}
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public (bool Antag, bool ExclusiveAntag) CheckAntagonistStatus(Entity<MindComponent?> mind)
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private (bool Antag, bool ExclusiveAntag) CheckAntagonistStatus(Entity<MindComponent?> mind)
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{
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if (!Resolve(mind.Owner, ref mind.Comp))
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return (false, false);
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@@ -537,3 +626,12 @@ public abstract class SharedRoleSystem : EntitySystem
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return antag.Requirements;
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}
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}
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/// <summary>
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/// Raised on the client to update Role Type on the character window, in case it happened to be open.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class MindRoleTypeChangedEvent : EntityEventArgs
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{
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}
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