using Content.Shared.GameTicking; using Content.Shared.Mind.Components; using Robust.Shared.Network; using Robust.Shared.Players; namespace Content.Shared.Mind { /// /// This is added as a component to mind entities, not to player entities. /// 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. /// /// /// 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. /// [RegisterComponent] public sealed partial class MindComponent : Component { internal readonly List Objectives = new(); /// /// The session ID of the player owning this mind. /// [ViewVariables, Access(typeof(SharedMindSystem))] public NetUserId? UserId { get; 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, Access(typeof(SharedMindSystem))] public NetUserId? OriginalOwnerUserId { get; set; } /// /// Entity UID for the first entity that this mind controlled. Used for round end. /// Might be relevant if the player has ghosted since. /// [ViewVariables] public EntityUid? OriginalOwnedEntity; [ViewVariables] public bool IsVisitingEntity => VisitingEntity != null; [ViewVariables, Access(typeof(SharedMindSystem))] public EntityUid? VisitingEntity { get; 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; } /// /// The component currently owned by this mind. /// Can be null. /// [ViewVariables] public MindContainerComponent? OwnedComponent { get; internal set; } /// /// The entity currently owned by this mind. /// Can be null. /// [ViewVariables, Access(typeof(SharedMindSystem))] public EntityUid? OwnedEntity { get; set; } // TODO move objectives out of mind component /// /// An enumerable over all the objective entities this mind has. /// [ViewVariables] public IEnumerable AllObjectives => Objectives; /// /// Prevents user from ghosting out /// [ViewVariables(VVAccess.ReadWrite)] [DataField("preventGhosting")] public bool PreventGhosting { get; set; } /// /// Prevents user from suiciding /// [ViewVariables(VVAccess.ReadWrite)] [DataField("preventSuicide")] public bool PreventSuicide { get; set; } /// /// The session of the player owning this mind. /// Can be null, in which case the player is currently not logged in. /// [ViewVariables, Access(typeof(SharedMindSystem), typeof(SharedGameTicker))] public ICommonSession? Session { get; set; } } }