Modernize GhostComponent & Ghost API (#36858)

* Move CanReturnToBody to system

* Move CanGhostInteract to system

* Cleanup redundant datafields and viewvariables

* Document datafields

* Document component

* Add SetTimeOfDeath Entity<T> overload, obsolete old version

* Document public methods

* Cleanup obsoleted method calls
This commit is contained in:
Tayrtahn
2025-04-23 14:28:10 -04:00
committed by GitHub
parent a7b9694d10
commit 6d88dd910d
5 changed files with 92 additions and 47 deletions

View File

@@ -117,6 +117,6 @@ public sealed class AGhostCommand : LocalizedCommands
}
var comp = _entities.GetComponent<GhostComponent>(ghost);
ghostSystem.SetCanReturnToBody(comp, canReturn);
ghostSystem.SetCanReturnToBody((ghost, comp), canReturn);
}
}

View File

@@ -489,10 +489,10 @@ namespace Content.Server.Ghost
if (mind.Comp.TimeOfDeath.HasValue)
{
SetTimeOfDeath(ghost, mind.Comp.TimeOfDeath!.Value, ghostComponent);
SetTimeOfDeath((ghost, ghostComponent), mind.Comp.TimeOfDeath!.Value);
}
SetCanReturnToBody(ghostComponent, canReturn);
SetCanReturnToBody((ghost, ghostComponent), canReturn);
if (canReturn)
_minds.Visit(mind.Owner, ghost, mind.Comp);

View File

@@ -62,7 +62,7 @@ public sealed class MindSystem : SharedMindSystem
{
TransferTo(mindId, visiting, mind: mind);
if (TryComp(visiting, out GhostComponent? ghostComp))
_ghosts.SetCanReturnToBody(ghostComp, false);
_ghosts.SetCanReturnToBody((visiting, ghostComp), false);
return;
}
@@ -214,7 +214,7 @@ public sealed class MindSystem : SharedMindSystem
entity = Spawn(GameTicker.ObserverPrototypeName, position);
component = EnsureComp<MindContainerComponent>(entity.Value);
var ghostComponent = Comp<GhostComponent>(entity.Value);
_ghosts.SetCanReturnToBody(ghostComponent, false);
_ghosts.SetCanReturnToBody((entity.Value, ghostComponent), false);
}
var oldEntity = mind.OwnedEntity;

View File

@@ -4,6 +4,10 @@ using Robust.Shared.Prototypes;
namespace Content.Shared.Ghost;
/// <summary>
/// Represents an observer ghost.
/// Handles limiting interactions, using ghost abilities, ghost visibility, and ghost warping.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedGhostSystem))]
[AutoGenerateComponentState(true), AutoGenerateComponentPause]
public sealed partial class GhostComponent : Component
@@ -41,46 +45,47 @@ public sealed partial class GhostComponent : Component
// End actions
[ViewVariables(VVAccess.ReadWrite), DataField, AutoPausedField]
/// <summary>
/// Time at which the player died and created this ghost.
/// Used to determine votekick eligibility.
/// </summary>
/// <remarks>
/// May not reflect actual time of death if this entity has been paused,
/// but will give an accurate length of time <i>since</i> death.
/// </remarks>
[DataField, AutoPausedField]
public TimeSpan TimeOfDeath = TimeSpan.Zero;
[DataField("booRadius"), ViewVariables(VVAccess.ReadWrite)]
/// <summary>
/// Range of the Boo action.
/// </summary>
[DataField]
public float BooRadius = 3;
[DataField("booMaxTargets"), ViewVariables(VVAccess.ReadWrite)]
/// <summary>
/// Maximum number of entities that can affected by the Boo action.
/// </summary>
[DataField]
public int BooMaxTargets = 3;
// TODO: instead of this funny stuff just give it access and update in system dirtying when needed
[ViewVariables(VVAccess.ReadWrite)]
public bool CanGhostInteract
{
get => _canGhostInteract;
set
{
if (_canGhostInteract == value) return;
_canGhostInteract = value;
Dirty();
}
}
/// <summary>
/// Is this ghost allowed to interact with entities?
/// </summary>
/// <remarks>
/// Used to allow admins ghosts to interact with the world.
/// Changed by <see cref="SharedGhostSystem.SetCanGhostInteract"/>.
/// </remarks>
[DataField("canInteract"), AutoNetworkedField]
private bool _canGhostInteract;
public bool CanGhostInteract;
/// <summary>
/// Changed by <see cref="SharedGhostSystem.SetCanReturnToBody"/>
/// Is this ghost player allowed to return to their original body?
/// </summary>
// TODO MIRROR change this to use friend classes when thats merged
[ViewVariables(VVAccess.ReadWrite)]
public bool CanReturnToBody
{
get => _canReturnToBody;
set
{
if (_canReturnToBody == value) return;
_canReturnToBody = value;
Dirty();
}
}
/// <remarks>
/// Changed by <see cref="SharedGhostSystem.SetCanReturnToBody"/>.
/// </remarks>
[DataField, AutoNetworkedField]
public bool CanReturnToBody;
/// <summary>
/// Ghost color
@@ -88,9 +93,6 @@ public sealed partial class GhostComponent : Component
/// <remarks>Used to allow admins to change ghost colors. Should be removed if the capability to edit existing sprite colors is ever added back.</remarks>
[DataField, AutoNetworkedField]
public Color Color = Color.White;
[DataField("canReturnToBody"), AutoNetworkedField]
private bool _canReturnToBody;
}
public sealed partial class ToggleFoVActionEvent : InstantActionEvent { }

View File

@@ -37,25 +37,68 @@ namespace Content.Shared.Ghost
args.Cancel();
}
/// <summary>
/// Sets the ghost's time of death.
/// </summary>
public void SetTimeOfDeath(Entity<GhostComponent?> entity, TimeSpan value)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.TimeOfDeath == value)
return;
entity.Comp.TimeOfDeath = value;
Dirty(entity);
}
[Obsolete("Use the Entity<GhostComponent?> overload")]
public void SetTimeOfDeath(EntityUid uid, TimeSpan value, GhostComponent? component)
{
if (!Resolve(uid, ref component))
return;
component.TimeOfDeath = value;
SetTimeOfDeath((uid, component), value);
}
/// <summary>
/// Sets whether or not the ghost player is allowed to return to their original body.
/// </summary>
public void SetCanReturnToBody(Entity<GhostComponent?> entity, bool value)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.CanReturnToBody == value)
return;
entity.Comp.CanReturnToBody = value;
Dirty(entity);
}
[Obsolete("Use the Entity<GhostComponent?> overload")]
public void SetCanReturnToBody(EntityUid uid, bool value, GhostComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.CanReturnToBody = value;
SetCanReturnToBody((uid, component), value);
}
[Obsolete("Use the Entity<GhostComponent?> overload")]
public void SetCanReturnToBody(GhostComponent component, bool value)
{
component.CanReturnToBody = value;
SetCanReturnToBody((component.Owner, component), value);
}
/// <summary>
/// Sets whether the ghost is allowed to interact with other entities.
/// </summary>
public void SetCanGhostInteract(Entity<GhostComponent?> entity, bool value)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.CanGhostInteract == value)
return;
entity.Comp.CanGhostInteract = value;
Dirty(entity);
}
}