112 lines
4.3 KiB
C#
112 lines
4.3 KiB
C#
using Content.Shared.GameTicking;
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using Content.Shared.Mind.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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namespace Content.Shared.Mind;
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/// <summary>
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/// This component stores information about a player/mob mind. The component will be attached to a mind-entity
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/// which is stored in null-space. The entity that is currently "possessed" by the mind will have a
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/// <see cref="MindContainerComponent"/>.
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/// </summary>
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/// <remarks>
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/// Roles are attached as components on the mind-entity entity.
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/// Think of it like this: if a player is supposed to have their memories,
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/// their mind follows along.
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///
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/// Things such as respawning do not follow, because you're a new character.
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/// Getting borged, cloned, turned into a catbeast, etc... will keep it following you.
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///
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/// Minds are stored in null-space, and are thus generally not set to players unless that player is the owner
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/// of the mind. As a result it should be safe to network "secret" information like roles & objectives
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/// </remarks>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class MindComponent : Component
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{
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[DataField, AutoNetworkedField]
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public List<EntityUid> Objectives = new();
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/// <summary>
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/// The session ID of the player owning this mind.
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/// </summary>
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[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
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public NetUserId? UserId { get; set; }
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/// <summary>
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/// The session ID of the original owner, if any.
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/// May end up used for round-end information (as the owner may have abandoned Mind since)
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/// </summary>
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[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
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public NetUserId? OriginalOwnerUserId { get; set; }
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/// <summary>
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/// The first entity that this mind controlled. Used for round end information.
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/// Might be relevant if the player has ghosted since.
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/// </summary>
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[AutoNetworkedField]
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public NetEntity? OriginalOwnedEntity; // TODO WeakEntityReference make this a Datafield again
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// This is a net entity, because this field currently does not get set to null when this entity is deleted.
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// This is a lazy way to ensure that people check that the entity still exists.
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// TODO MIND Fix this properly by adding an OriginalMindContainerComponent or something like that.
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[ViewVariables]
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public bool IsVisitingEntity => VisitingEntity != null;
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[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
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public EntityUid? VisitingEntity { get; set; }
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[ViewVariables]
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public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity;
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public string? CharacterName { get; set; }
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/// <summary>
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/// The time of death for this Mind.
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/// Can be null - will be null if the Mind is not considered "dead".
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/// </summary>
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[DataField]
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public TimeSpan? TimeOfDeath { get; set; }
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/// <summary>
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/// The entity currently owned by this mind.
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/// Can be null.
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/// </summary>
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[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
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public EntityUid? OwnedEntity { get; set; }
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/// <summary>
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/// An enumerable over all the objective entities this mind has.
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/// </summary>
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[ViewVariables, Obsolete("Use Objectives field")]
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public IEnumerable<EntityUid> AllObjectives => Objectives;
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/// <summary>
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/// Prevents user from ghosting out
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/// </summary>
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[DataField]
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public bool PreventGhosting { get; set; }
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/// <summary>
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/// Prevents user from suiciding
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/// </summary>
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[DataField]
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public bool PreventSuicide { get; set; }
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/// <summary>
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/// Mind Role Entities belonging to this Mind
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<EntityUid> MindRoles = new List<EntityUid>();
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/// <summary>
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/// The session of the player owning this mind.
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/// Can be null, in which case the player is currently not logged in.
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/// </summary>
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[ViewVariables, Access(typeof(SharedMindSystem), typeof(SharedGameTicker))]
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// TODO remove this after moving IPlayerManager functions to shared
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public ICommonSession? Session { get; set; }
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}
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