* [ADD] changes to be able to identify living downed players * [FIX] format of tryGetComponent, fixed string * [CHANGE] PR mind component suggestions * [CHANGE] trycomp based on qa feedback * [CHANGE] Condensed mindcomponent as per feedback Co-authored-by: fishfish458 <fishfish458>
169 lines
6.1 KiB
C#
169 lines
6.1 KiB
C#
using Content.Server.GameTicking;
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using Content.Server.Ghost.Components;
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using Content.Shared.Examine;
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using Content.Shared.Ghost;
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using Content.Shared.MobState.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility.Markup;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Mind.Components
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{
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/// <summary>
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/// Stores a <see cref="Server.Mind.Mind"/> on a mob.
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/// </summary>
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[RegisterComponent]
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#pragma warning disable 618
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public class MindComponent : Component, IExamine
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#pragma warning restore 618
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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/// <inheritdoc />
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public override string Name => "Mind";
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/// <summary>
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/// The mind controlling this mob. Can be null.
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/// </summary>
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[ViewVariables]
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public Mind? Mind { get; private set; }
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/// <summary>
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/// True if we have a mind, false otherwise.
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/// </summary>
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[ViewVariables]
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public bool HasMind => Mind != null;
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/// <summary>
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/// Whether examining should show information about the mind or not.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("showExamineInfo")]
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public bool ShowExamineInfo { get; set; }
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/// <summary>
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/// Whether the mind will be put on a ghost after this component is shutdown.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("ghostOnShutdown")]
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public bool GhostOnShutdown { get; set; } = true;
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(Robust.Shared.GameObjects.EntityUid)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalEjectMind()
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{
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if (!Deleted)
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_entMan.EventBus.RaiseLocalEvent(Owner, new MindRemovedMessage());
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Mind = null;
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}
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(Robust.Shared.GameObjects.EntityUid)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalAssignMind(Mind value)
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{
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Mind = value;
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_entMan.EventBus.RaiseLocalEvent(Owner, new MindAddedMessage());
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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// Let's not create ghosts if not in the middle of the round.
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if (EntitySystem.Get<GameTicker>().RunLevel != GameRunLevel.InRound)
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return;
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if (HasMind)
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{
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if (Mind?.VisitingEntity is {Valid: true} visiting)
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{
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if (_entMan.TryGetComponent(visiting, out GhostComponent? ghost))
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{
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EntitySystem.Get<SharedGhostSystem>().SetCanReturnToBody(ghost, false);
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}
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Mind!.TransferTo(visiting);
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}
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else if (GhostOnShutdown)
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{
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var spawnPosition = _entMan.GetComponent<TransformComponent>(Owner).Coordinates;
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// Use a regular timer here because the entity has probably been deleted.
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Timer.Spawn(0, () =>
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{
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// Async this so that we don't throw if the grid we're on is being deleted.
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var mapMan = IoCManager.Resolve<IMapManager>();
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var gridId = spawnPosition.GetGridId(_entMan);
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if (gridId == GridId.Invalid || !mapMan.GridExists(gridId))
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{
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spawnPosition = EntitySystem.Get<GameTicker>().GetObserverSpawnPoint();
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}
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var ghost = _entMan.SpawnEntity("MobObserver", spawnPosition);
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var ghostComponent = _entMan.GetComponent<GhostComponent>(ghost);
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EntitySystem.Get<SharedGhostSystem>().SetCanReturnToBody(ghostComponent, false);
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if (Mind != null)
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{
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string? val = Mind.CharacterName ?? string.Empty;
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_entMan.GetComponent<MetaDataComponent>(ghost).EntityName = val;
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Mind.TransferTo(ghost);
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}
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});
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}
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}
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}
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public void Examine(FormattedMessage.Builder message, bool inDetailsRange)
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{
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if (!ShowExamineInfo || !inDetailsRange)
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{
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return;
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}
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var dead =
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_entMan.TryGetComponent<MobStateComponent?>(Owner, out var state) &&
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state.IsDead();
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if (dead)
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{
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if (Mind?.Session == null) {
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// Player has no session attached and dead
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message.AddMarkup($"[color=yellow]{Loc.GetString("mind-component-no-mind-and-dead-text", ("ent", Owner))}[/color]");
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} else {
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// Player is dead with session
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message.AddMarkup($"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", Owner))}[/color]");
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}
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}
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else if (!HasMind)
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{
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message.AddMarkup($"[color=purple]{Loc.GetString("comp-mind-examined-catatonic", ("ent", Owner))}[/color]");
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}
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else if (Mind?.Session == null)
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{
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message.AddMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", Owner))}[/color]");
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}
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}
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}
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public class MindRemovedMessage : EntityEventArgs
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{
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}
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public class MindAddedMessage : EntityEventArgs
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{
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}
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}
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