157 lines
5.6 KiB
C#
157 lines
5.6 KiB
C#
#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.Serialization.Manager.Attributes;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Mobs
|
|
{
|
|
/// <summary>
|
|
/// Stores a <see cref="Server.Mobs.Mind"/> on a mob.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class MindComponent : Component, IExamine
|
|
{
|
|
[DataField("show_examine_info")]
|
|
private bool _showExamineInfo;
|
|
|
|
/// <inheritdoc />
|
|
public override string Name => "Mind";
|
|
|
|
/// <summary>
|
|
/// The mind controlling this mob. Can be null.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public Mind? Mind { get; private set; }
|
|
|
|
/// <summary>
|
|
/// True if we have a mind, false otherwise.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public bool HasMind => Mind != null;
|
|
|
|
/// <summary>
|
|
/// Whether examining should show information about the mind or not.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("showExamineInfo")]
|
|
public bool ShowExamineInfo { get; set; }
|
|
|
|
/// <summary>
|
|
/// Whether the mind will be put on a ghost after this component is shutdown.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("ghostOnShutdown")]
|
|
public bool GhostOnShutdown { get; set; } = true;
|
|
|
|
/// <summary>
|
|
/// Don't call this unless you know what the hell you're doing.
|
|
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
|
|
/// If that doesn't cover it, make something to cover it.
|
|
/// </summary>
|
|
public void InternalEjectMind()
|
|
{
|
|
Mind = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Don't call this unless you know what the hell you're doing.
|
|
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
|
|
/// If that doesn't cover it, make something to cover it.
|
|
/// </summary>
|
|
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<IGameTicker>().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<IMapManager>();
|
|
|
|
var gridId = spawnPosition.GetGridId(Owner.EntityManager);
|
|
if (gridId == GridId.Invalid || !mapMan.GridExists(gridId))
|
|
{
|
|
spawnPosition = IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
|
|
}
|
|
|
|
var ghost = Owner.EntityManager.SpawnEntity("MobObserver", spawnPosition);
|
|
var ghostComponent = ghost.GetComponent<GhostComponent>();
|
|
ghostComponent.CanReturnToBody = false;
|
|
|
|
if (Mind != null)
|
|
{
|
|
ghost.Name = Mind.CharacterName ?? string.Empty;
|
|
Mind.TransferTo(ghost);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Examine(FormattedMessage message, bool inDetailsRange)
|
|
{
|
|
if (!ShowExamineInfo || !inDetailsRange)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var dead =
|
|
Owner.TryGetComponent<IMobStateComponent>(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);
|
|
}
|
|
}
|
|
}
|
|
}
|