Revert "Update submodule to 172.0.0 (#21222)" (#21225)

This commit is contained in:
metalgearsloth
2023-10-24 21:55:20 +11:00
committed by GitHub
parent 517aea8bc3
commit a2bbda43cc
249 changed files with 1049 additions and 967 deletions

View File

@@ -1,86 +1,84 @@
using Content.Shared.GameTicking;
using Content.Shared.Mind.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Players;
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"/>.
/// This is added as a component to mind entities, not to player entities.
/// <see cref="MindContainerComponent"/> for the one that is added to players.
/// A mind represents the IC "mind" of a player.
/// Roles are attached as components to its owning entity.
/// </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)]
[RegisterComponent]
public sealed partial class MindComponent : Component
{
[DataField, AutoNetworkedField]
public List<EntityUid> Objectives = new();
internal readonly List<EntityUid> Objectives = new();
/// <summary>
/// The session ID of the player owning this mind.
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
[ViewVariables, Access(typeof(SharedMindSystem))]
public NetUserId? UserId { get; set; }
/// <summary>
/// The session ID of the original owner, if any.
/// May end up used for round-end information (as the owner may have abandoned Mind since)
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
[ViewVariables, Access(typeof(SharedMindSystem))]
public NetUserId? OriginalOwnerUserId { get; set; }
/// <summary>
/// The first entity that this mind controlled. Used for round end information.
/// Entity UID for the first entity that this mind controlled. Used for round end.
/// 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] public EntityUid? OriginalOwnedEntity;
[ViewVariables]
public bool IsVisitingEntity => VisitingEntity != null;
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
[ViewVariables, Access(typeof(SharedMindSystem))]
public EntityUid? VisitingEntity { get; set; }
[ViewVariables]
public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity;
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
[ViewVariables(VVAccess.ReadWrite)]
public string? CharacterName { get; set; }
/// <summary>
/// The time of death for this Mind.
/// Can be null - will be null if the Mind is not considered "dead".
/// </summary>
[DataField]
[ViewVariables]
public TimeSpan? TimeOfDeath { get; set; }
/// <summary>
/// The component currently owned by this mind.
/// Can be null.
/// </summary>
[ViewVariables] public MindContainerComponent? OwnedComponent;
/// <summary>
/// The entity currently owned by this mind.
/// Can be null.
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
[ViewVariables, Access(typeof(SharedMindSystem))]
public EntityUid? OwnedEntity { get; set; }
// TODO move objectives out of mind component
/// <summary>
/// An enumerable over all the objective entities this mind has.
/// </summary>
[ViewVariables, Obsolete("Use Objectives field")]
[ViewVariables]
public IEnumerable<EntityUid> AllObjectives => Objectives;
/// <summary>
@@ -102,7 +100,6 @@ namespace Content.Shared.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; }
}
}