#nullable enable annotations
using System.Collections.Generic;
using Content.Server.Ghost.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Ghost;
using Content.Shared.MobState.Components;
using Content.Shared.Preferences;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Presets
{
///
/// 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 mind, bool canReturnGlobal)
{
var playerEntity = mind.OwnedEntity;
if (playerEntity != null && IoCManager.Resolve().HasComponent(playerEntity.Uid))
return false;
if (mind.VisitingEntity != null)
{
mind.UnVisit();
}
var position = (playerEntity != null ? IoCManager.Resolve().GetComponent(playerEntity.Uid) : null).Coordinates ?? EntitySystem.Get().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 && IoCManager.Resolve().TryGetComponent(playerEntity.Uid, out MobStateComponent? mobState))
{
if (mobState.IsCritical())
{
canReturn = true;
//todo: what if they dont breathe lol
//cry deeply
DamageSpecifier damage = new(IoCManager.Resolve().Index("Asphyxiation"), 200);
EntitySystem.Get().TryChangeDamage(playerEntity.Uid, damage, true);
}
}
var entityManager = IoCManager.Resolve();
var ghost = entityManager.SpawnEntity("MobObserver", position.ToMap(entityManager));
// Try setting the ghost entity name to either the character name or the player name.
// If all else fails, it'll default to the default entity prototype name, "observer".
// However, that should rarely happen.
if(!string.IsNullOrWhiteSpace(mind.CharacterName))
IoCManager.Resolve().GetComponent(ghost.Uid).EntityName = mind.CharacterName;
else if (!string.IsNullOrWhiteSpace(mind.Session?.Name))
IoCManager.Resolve().GetComponent(ghost.Uid).EntityName = mind.Session.Name;
var ghostComponent = IoCManager.Resolve().GetComponent(ghost.Uid);
if (mind.TimeOfDeath.HasValue)
{
ghostComponent.TimeOfDeath = mind.TimeOfDeath!.Value;
}
EntitySystem.Get().SetCanReturnToBody(ghostComponent, canReturn);
if (canReturn)
mind.Visit(ghost);
else
mind.TransferTo(ghost.Uid);
return true;
}
public virtual string GetRoundEndDescription() => string.Empty;
}
}