#nullable enable annotations using System.Collections.Generic; using Content.Server.GameObjects.Components.Observer; using Content.Server.Interfaces.GameTicking; using Content.Server.Mobs; using Content.Shared.Damage; using Content.Shared.GameObjects.Components.Damage; using Content.Shared.GameObjects.Components.Mobs.State; using Content.Shared.Preferences; using Robust.Server.Player; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Network; namespace Content.Server.GameTicking { /// /// A round-start setup preset, such as which antagonists to spawn. /// public abstract class GamePreset { public abstract bool Start(IReadOnlyList readyPlayers, bool force = false); public virtual string ModeTitle => "Sandbox"; public virtual string Description => "Secret!"; public virtual bool DisallowLateJoin => false; public Dictionary ReadyProfiles = new(); public virtual void OnGameStarted() { } /// /// Called when a player is spawned in (this includes, but is not limited to, before Start) /// public virtual void OnSpawnPlayerCompleted(IPlayerSession session, IEntity mob, bool lateJoin) { } /// /// Called when a player attempts to ghost. /// public virtual bool OnGhostAttempt(Mind mind, bool canReturnGlobal) { var playerEntity = mind.OwnedEntity; if (playerEntity != null && playerEntity.HasComponent()) return false; if (mind.VisitingEntity != null) { mind.UnVisit(); } var position = playerEntity?.Transform.Coordinates ?? IoCManager.Resolve().GetObserverSpawnPoint(); // Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning. // There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved. // + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing) // Note that we could theoretically be ICly dead and still physically alive and vice versa. // (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active) // + If we're in a mob that is critical, and we're supposed to be able to return if possible, /// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK. // (If the mob survives, that's a bug. Ghosting is kept regardless.) var canReturn = canReturnGlobal && mind.CharacterDeadPhysically; if (playerEntity != null && canReturnGlobal && playerEntity.TryGetComponent(out IMobStateComponent? mobState)) { if (mobState.IsCritical()) { canReturn = true; if (playerEntity.TryGetComponent(out IDamageableComponent? damageable)) { //todo: what if they dont breathe lol damageable.SetDamage(DamageType.Asphyxiation, 200, playerEntity); } } } var entityManager = IoCManager.Resolve(); var ghost = entityManager.SpawnEntity("MobObserver", position); ghost.Name = mind.CharacterName ?? string.Empty; var ghostComponent = ghost.GetComponent(); ghostComponent.CanReturnToBody = canReturn; if (canReturn) mind.Visit(ghost); else mind.TransferTo(ghost); return true; } public virtual string GetRoundEndDescription() => ""; } }