#nullable enable using Content.Server.GameObjects.Components.Observer; using Content.Server.GameTicking; using Content.Server.Interfaces.GameTicking; using Content.Server.Mobs; using Content.Shared.GameObjects.Components.Mobs.State; using Content.Shared.GameObjects.EntitySystems; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Map; using Robust.Shared.Timing; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Utility; using Robust.Shared.ViewVariables; namespace Content.Server.GameObjects.Components.Mobs { /// /// Stores a on a mob. /// [RegisterComponent] public class MindComponent : Component, IExamine { [DataField("show_examine_info")] private bool _showExamineInfo; /// public override string Name => "Mind"; /// /// The mind controlling this mob. Can be null. /// [ViewVariables] public Mind? Mind { get; private set; } /// /// True if we have a mind, false otherwise. /// [ViewVariables] public bool HasMind => Mind != null; /// /// Whether examining should show information about the mind or not. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("showExamineInfo")] public bool ShowExamineInfo { get; set; } /// /// Whether the mind will be put on a ghost after this component is shutdown. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("ghostOnShutdown")] public bool GhostOnShutdown { get; set; } = true; /// /// Don't call this unless you know what the hell you're doing. /// Use instead. /// If that doesn't cover it, make something to cover it. /// public void InternalEjectMind() { Mind = null; } /// /// Don't call this unless you know what the hell you're doing. /// Use instead. /// If that doesn't cover it, make something to cover it. /// public void InternalAssignMind(Mind value) { Mind = value; } protected override void Shutdown() { base.Shutdown(); // Let's not create ghosts if not in the middle of the round. if (IoCManager.Resolve().RunLevel != GameRunLevel.InRound) return; if (HasMind) { var visiting = Mind?.VisitingEntity; if (visiting != null) { if (visiting.TryGetComponent(out GhostComponent? ghost)) { ghost.CanReturnToBody = false; } Mind!.TransferTo(visiting); } else if(GhostOnShutdown) { var spawnPosition = Owner.Transform.Coordinates; // Use a regular timer here because the entity has probably been deleted. Timer.Spawn(0, () => { // Async this so that we don't throw if the grid we're on is being deleted. var mapMan = IoCManager.Resolve(); var gridId = spawnPosition.GetGridId(Owner.EntityManager); if (gridId == GridId.Invalid || !mapMan.GridExists(gridId)) { spawnPosition = IoCManager.Resolve().GetObserverSpawnPoint(); } var ghost = Owner.EntityManager.SpawnEntity("MobObserver", spawnPosition); var ghostComponent = ghost.GetComponent(); ghostComponent.CanReturnToBody = false; if (Mind != null) { ghost.Name = Mind.CharacterName; Mind.TransferTo(ghost); } }); } } } public void Examine(FormattedMessage message, bool inDetailsRange) { if (!ShowExamineInfo || !inDetailsRange) { return; } var dead = Owner.TryGetComponent(out var state) && state.IsDead(); if (!HasMind) { var aliveText = $"[color=red]{Loc.GetString("{0:They} {0:are} totally catatonic. The stresses of life in deep-space must have been too much for {0:them}. Any recovery is unlikely.", Owner)}[/color]"; var deadText = $"[color=purple]{Loc.GetString("{0:Their} soul has departed.", Owner)}[/color]"; message.AddMarkup(dead ? deadText : aliveText); } else if (Mind?.Session == null) { if (dead) return; var text = $"[color=yellow]{Loc.GetString("{0:They} {0:have} a blank, absent-minded stare and appears completely unresponsive to anything. {0:They} may snap out of it soon.", Owner)}[/color]"; message.AddMarkup(text); } } } }