using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.GameTicking;
using Content.Server.Ghost.Components;
using Content.Server.Mind.Components;
using Content.Server.Objectives;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Shared.MobState.Components;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Network;
using Robust.Shared.Utility;
namespace Content.Server.Mind
{
///
/// A mind represents the IC "mind" of a player. Stores roles currently.
///
///
/// 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.
///
public sealed class Mind
{
private readonly ISet _roles = new HashSet();
private readonly List _objectives = new();
public string Briefing = String.Empty;
///
/// Creates the new mind.
/// Note: the Mind is NOT initially attached!
/// The provided UserId is solely for tracking of intended owner.
///
/// The session ID of the original owner (may get credited).
public Mind(NetUserId userId)
{
OriginalOwnerUserId = userId;
}
// TODO: This session should be able to be changed, probably.
///
/// The session ID of the player owning this mind.
///
[ViewVariables]
public NetUserId? UserId { get; private set; }
///
/// 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)
///
[ViewVariables]
public NetUserId OriginalOwnerUserId { get; }
[ViewVariables]
public bool IsVisitingEntity => VisitingEntity != null;
[ViewVariables]
public EntityUid? VisitingEntity { get; private set; }
[ViewVariables] public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity;
[ViewVariables(VVAccess.ReadWrite)]
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".
///
[ViewVariables]
public TimeSpan? TimeOfDeath { get; set; } = null;
///
/// The component currently owned by this mind.
/// Can be null.
///
[ViewVariables]
public MindComponent? OwnedComponent { get; private set; }
///
/// The entity currently owned by this mind.
/// Can be null.
///
[ViewVariables]
public EntityUid? OwnedEntity => OwnedComponent?.Owner;
///
/// An enumerable over all the roles this mind has.
///
[ViewVariables]
public IEnumerable AllRoles => _roles;
///
/// An enumerable over all the objectives this mind has.
///
[ViewVariables]
public IEnumerable AllObjectives => _objectives;
///
/// The session of the player owning this mind.
/// Can be null, in which case the player is currently not logged in.
///
[ViewVariables]
public IPlayerSession? Session
{
get
{
if (!UserId.HasValue)
{
return null;
}
var playerMgr = IoCManager.Resolve();
playerMgr.TryGetSessionById(UserId.Value, out var ret);
return ret;
}
}
///
/// True if this Mind is 'sufficiently dead' IC (objectives, endtext).
/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
/// "If administrators decide that zombies are dead, this returns true for zombies."
/// (Maybe you were looking for the action blocker system?)
///
[ViewVariables]
public bool CharacterDeadIC => CharacterDeadPhysically;
///
/// True if the OwnedEntity of this mind is physically dead.
/// This specific definition, as opposed to CharacterDeadIC, is used to determine if ghosting should allow return.
///
[ViewVariables]
public bool CharacterDeadPhysically
{
get
{
// This is written explicitly so that the logic can be understood.
// But it's also weird and potentially situational.
// Specific considerations when updating this:
// + Does being turned into a borg (if/when implemented) count as dead?
// *If not, add specific conditions to users of this property where applicable.*
// + Is being transformed into a donut 'dead'?
// TODO: Consider changing the way ghost roles work.
// Mind is an *IC* mind, therefore ghost takeover is IC revival right now.
// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
// This can be null if they're deleted (spike / brain nom)
var targetMobState = IoCManager.Resolve().GetComponentOrNull(OwnedEntity);
// This can be null if it's a brain (this happens very often)
// Brains are the result of gibbing so should definitely count as dead
if (targetMobState == null)
return true;
// They might actually be alive.
return targetMobState.IsDead();
}
}
///
/// Gives this mind a new role.
///
/// The type of the role to give.
/// The instance of the role.
///
/// Thrown if we already have a role with this type.
///
public Role AddRole(Role role)
{
if (_roles.Contains(role))
{
throw new ArgumentException($"We already have this role: {role}");
}
_roles.Add(role);
role.Greet();
var message = new RoleAddedEvent(role);
if (OwnedEntity != null)
{
IoCManager.Resolve().EventBus.RaiseLocalEvent(OwnedEntity.Value, message);
}
return role;
}
///
/// Removes a role from this mind.
///
/// The type of the role to remove.
///
/// Thrown if we do not have this role.
///
public void RemoveRole(Role role)
{
if (!_roles.Contains(role))
{
throw new ArgumentException($"We do not have this role: {role}");
}
_roles.Remove(role);
var message = new RoleRemovedEvent(role);
if (OwnedEntity != null)
{
IoCManager.Resolve().EventBus.RaiseLocalEvent(OwnedEntity.Value, message);
}
}
public bool HasRole() where T : Role
{
var t = typeof(T);
return _roles.Any(role => role.GetType() == t);
}
///
/// Gets the current job
///
public Job? CurrentJob => _roles.OfType().SingleOrDefault();
///
/// Adds an objective to this mind.
///
public bool TryAddObjective(ObjectivePrototype objectivePrototype)
{
if (!objectivePrototype.CanBeAssigned(this))
return false;
var objective = objectivePrototype.GetObjective(this);
if (_objectives.Contains(objective))
return false;
_objectives.Add(objective);
return true;
}
///
/// Removes an objective to this mind.
///
/// Returns true if the removal succeeded.
public bool TryRemoveObjective(int index)
{
if (_objectives.Count >= index) return false;
var objective = _objectives[index];
_objectives.Remove(objective);
return true;
}
///
/// Transfer this mind's control over to a new entity.
///
///
/// The entity to control.
/// Can be null, in which case it will simply detach the mind from any entity.
///
///
/// If true, skips ghost check for Visiting Entity
///
///
/// Thrown if is already owned by another mind.
///
public void TransferTo(EntityUid? entity, bool ghostCheckOverride = false)
{
// Looks like caller just wants us to go back to normal.
if (entity == OwnedEntity)
{
UnVisit();
return;
}
var entMan = IoCManager.Resolve();
MindComponent? component = null;
var alreadyAttached = false;
if (entity != null)
{
if (!entMan.TryGetComponent(entity.Value, out component))
{
component = entMan.AddComponent(entity.Value);
}
else if (component!.HasMind)
{
EntitySystem.Get().OnGhostAttempt(component.Mind!, false);
}
if (entMan.TryGetComponent(entity.Value, out var actor))
{
// Happens when transferring to your currently visited entity.
if (actor.PlayerSession != Session)
{
throw new ArgumentException("Visit target already has a session.", nameof(entity));
}
alreadyAttached = true;
}
}
var mindSystem = EntitySystem.Get();
if(OwnedComponent != null)
mindSystem.InternalEjectMind(OwnedComponent.Owner, OwnedComponent);
OwnedComponent = component;
if(OwnedComponent != null)
mindSystem.InternalAssignMind(OwnedComponent.Owner, this, OwnedComponent);
// Don't do the full deletion cleanup if we're transferring to our visitingentity
if (alreadyAttached)
{
// Set VisitingEntity null first so the removal of VisitingMind doesn't get through Unvisit() and delete what we're visiting.
// Yes this control flow sucks.
VisitingEntity = null;
IoCManager.Resolve().RemoveComponent(entity!.Value);
}
else if (VisitingEntity != null
&& (ghostCheckOverride // to force mind transfer, for example from ControlMobVerb
|| !entMan.TryGetComponent(VisitingEntity!, out GhostComponent? ghostComponent) // visiting entity is not a Ghost
|| !ghostComponent.CanReturnToBody)) // it is a ghost, but cannot return to body anyway, so it's okay
{
RemoveVisitingEntity();
}
// Player is CURRENTLY connected.
if (Session != null && !alreadyAttached && VisitingEntity == null)
{
Session.AttachToEntity(entity);
Logger.Info($"Session {Session.Name} transferred to entity {entity}.");
}
}
public void ChangeOwningPlayer(NetUserId? newOwner)
{
var playerMgr = IoCManager.Resolve();
PlayerData? newOwnerData = null;
if (newOwner.HasValue)
{
if (!playerMgr.TryGetPlayerData(newOwner.Value, out var uncast))
{
// This restriction is because I'm too lazy to initialize the player data
// for a client that hasn't logged in yet.
// Go ahead and remove it if you need.
throw new ArgumentException("new owner must have previously logged into the server.");
}
newOwnerData = uncast.ContentData();
}
// Make sure to remove control from our old owner if they're logged in.
var oldSession = Session;
oldSession?.AttachToEntity(null);
if (UserId.HasValue)
{
var data = playerMgr.GetPlayerData(UserId.Value).ContentData();
DebugTools.AssertNotNull(data);
data!.UpdateMindFromMindChangeOwningPlayer(null);
}
UserId = newOwner;
if (!newOwner.HasValue)
{
return;
}
// Yank new owner out of their old mind too.
// Can I mention how much I love the word yank?
DebugTools.AssertNotNull(newOwnerData);
newOwnerData!.Mind?.ChangeOwningPlayer(null);
newOwnerData.UpdateMindFromMindChangeOwningPlayer(this);
}
public void Visit(EntityUid entity)
{
Session?.AttachToEntity(entity);
VisitingEntity = entity;
var comp = IoCManager.Resolve().AddComponent(entity);
comp.Mind = this;
Logger.Info($"Session {Session?.Name} visiting entity {entity}.");
}
///
/// Returns the mind to its original entity.
///
public void UnVisit()
{
Session?.AttachToEntity(OwnedEntity);
RemoveVisitingEntity();
}
///
/// Cleans up the VisitingEntity.
///
private void RemoveVisitingEntity()
{
if (VisitingEntity == null)
return;
var oldVisitingEnt = VisitingEntity.Value;
// Null this before removing the component to avoid any infinite loops.
VisitingEntity = null;
DebugTools.AssertNotNull(oldVisitingEnt);
var entities = IoCManager.Resolve();
entities.RemoveComponent(oldVisitingEnt);
entities.EventBus.RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage());
}
public bool TryGetSession([NotNullWhen(true)] out IPlayerSession? session)
{
return (session = Session) != null;
}
}
}