Files
tbd-station-14/Content.Shared/Mind/MindComponent.cs
Just-a-Unity-Dev 27a4c1955c add some documentation for visiting entity (#38475)
* add some documentation for visiting entity

to prevent someone from spending 5 minutes diving into the codebase

* reviews

Co-authored-by: LaCumbiaDelCoronavirus <90893484+LaCumbiaDelCoronavirus@users.noreply.github.com>

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Co-authored-by: LaCumbiaDelCoronavirus <90893484+LaCumbiaDelCoronavirus@users.noreply.github.com>
2025-06-21 11:19:57 +02:00

120 lines
4.5 KiB
C#

using Content.Shared.GameTicking;
using Content.Shared.Mind.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Shared.Mind;
/// <summary>
/// This component stores information about a player/mob mind. The component will be attached to a mind-entity
/// which is stored in null-space. The entity that is currently "possessed" by the mind will have a
/// <see cref="MindContainerComponent"/>.
/// </summary>
/// <remarks>
/// Roles are attached as components on the mind-entity 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.
///
/// Minds are stored in null-space, and are thus generally not set to players unless that player is the owner
/// of the mind. As a result it should be safe to network "secret" information like roles & objectives
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class MindComponent : Component
{
[DataField, AutoNetworkedField]
public List<EntityUid> Objectives = new();
/// <summary>
/// The session ID of the player owning this mind.
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public NetUserId? UserId { get; set; }
/// <summary>
/// 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)
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public NetUserId? OriginalOwnerUserId { get; set; }
/// <summary>
/// The first entity that this mind controlled. Used for round end information.
/// Might be relevant if the player has ghosted since.
/// </summary>
[AutoNetworkedField]
public NetEntity? OriginalOwnedEntity; // TODO WeakEntityReference make this a Datafield again
// This is a net entity, because this field currently does not get set to null when this entity is deleted.
// This is a lazy way to ensure that people check that the entity still exists.
// TODO MIND Fix this properly by adding an OriginalMindContainerComponent or something like that.
[ViewVariables]
public bool IsVisitingEntity => VisitingEntity != null;
/// <summary>
/// The entity that this mind may be currently visiting. Used, for example, to allow admin ghosting to not make the owner's body catatonic, as opposed to when normally ghosting.
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public EntityUid? VisitingEntity { get; set; }
[ViewVariables]
public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity;
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public string? CharacterName { get; set; }
/// <summary>
/// The time of death for this Mind.
/// Can be null - will be null if the Mind is not considered "dead".
/// </summary>
[DataField]
public TimeSpan? TimeOfDeath { get; set; }
/// <summary>
/// The entity currently owned by this mind.
/// Can be null.
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public EntityUid? OwnedEntity { get; set; }
/// <summary>
/// An enumerable over all the objective entities this mind has.
/// </summary>
[ViewVariables, Obsolete("Use Objectives field")]
public IEnumerable<EntityUid> AllObjectives => Objectives;
/// <summary>
/// Prevents user from ghosting out
/// </summary>
[DataField]
public bool PreventGhosting { get; set; }
/// <summary>
/// Prevents user from suiciding
/// </summary>
[DataField]
public bool PreventSuicide { get; set; }
/// <summary>
/// Mind Role Entities belonging to this Mind
/// </summary>
[DataField, AutoNetworkedField]
public List<EntityUid> MindRoles = new List<EntityUid>();
/// <summary>
/// The mind's current antagonist/special role, or lack thereof;
/// </summary>
[DataField, AutoNetworkedField]
public ProtoId<RoleTypePrototype> RoleType = "Neutral";
/// <summary>
/// The role's subtype, shown only to admins to help with antag categorization
/// </summary>
[DataField]
public LocId? Subtype;
}