Files
tbd-station-14/Content.Server/Mobs/Mind.cs
Paul Ritter f7c09fbd7e Traitor (#2566)
* basic implementation

* minor fixes

* objectives temp commit

* proper onstart bind

* changes all conditions to be bound to a mind-instance

* oops

* oops v2

* adds possiblity to enable duplicate assignment of objective
equal objectives are unable to be added

* minor fixes, adds greentext

* refactors incompatability to be defined by requirements

* fixes a wrong whitespace

* minor fix

* addressed reviews v1

* address reviews v2

Co-authored-by: Exp <theexp111@gmail.com>

* final sweep

* adds/refactors traitor&sss cvars

* Update Content.Server/Mobs/Mind.cs

* never trust github web

* adds datasets & makes codewords use them

* addresses exp's reviews

* addressed zumos reviews

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
2020-12-01 17:05:19 +01:00

302 lines
9.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.Mobs.Roles;
using Content.Server.Objectives;
using Content.Server.Players;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.ViewVariables;
namespace Content.Server.Mobs
{
/// <summary>
/// A mind represents the IC "mind" of a player. Stores roles currently.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
public sealed class Mind
{
private readonly ISet<Role> _roles = new HashSet<Role>();
private readonly List<Objective> _objectives = new();
/// <summary>
/// Creates the new mind attached to a specific player session.
/// </summary>
/// <param name="userId">The session ID of the owning player.</param>
public Mind(NetUserId userId)
{
UserId = userId;
}
// TODO: This session should be able to be changed, probably.
/// <summary>
/// The session ID of the player owning this mind.
/// </summary>
[ViewVariables]
public NetUserId? UserId { get; private set; }
[ViewVariables]
public bool IsVisitingEntity => VisitingEntity != null;
[ViewVariables]
public IEntity VisitingEntity { get; private set; }
[ViewVariables] public IEntity CurrentEntity => VisitingEntity ?? OwnedEntity;
[ViewVariables(VVAccess.ReadWrite)]
public string CharacterName { get; set; }
/// <summary>
/// The component currently owned by this mind.
/// Can be null.
/// </summary>
[ViewVariables]
public MindComponent OwnedMob { get; private set; }
/// <summary>
/// The entity currently owned by this mind.
/// Can be null.
/// </summary>
[ViewVariables]
public IEntity OwnedEntity => OwnedMob?.Owner;
/// <summary>
/// An enumerable over all the roles this mind has.
/// </summary>
[ViewVariables]
public IEnumerable<Role> AllRoles => _roles;
/// <summary>
/// An enumerable over all the objectives this mind has.
/// </summary>
[ViewVariables]
public IEnumerable<Objective> AllObjectives => _objectives;
/// <summary>
/// The session of the player owning this mind.
/// Can be null, in which case the player is currently not logged in.
/// </summary>
[ViewVariables]
public IPlayerSession Session
{
get
{
if (!UserId.HasValue)
{
return null;
}
var playerMgr = IoCManager.Resolve<IPlayerManager>();
playerMgr.TryGetSessionById(UserId.Value, out var ret);
return ret;
}
}
/// <summary>
/// Gives this mind a new role.
/// </summary>
/// <param name="role">The type of the role to give.</param>
/// <returns>The instance of the role.</returns>
/// <exception cref="ArgumentException">
/// Thrown if we already have a role with this type.
/// </exception>
public Role AddRole(Role role)
{
if (_roles.Contains(role))
{
throw new ArgumentException($"We already have this role: {role}");
}
_roles.Add(role);
role.Greet();
var message = new RoleAddedMessage(role);
OwnedEntity?.SendMessage(OwnedMob, message);
return role;
}
/// <summary>
/// Removes a role from this mind.
/// </summary>
/// <param name="role">The type of the role to remove.</param>
/// <exception cref="ArgumentException">
/// Thrown if we do not have this role.
/// </exception>
public void RemoveRole(Role role)
{
if (!_roles.Contains(role))
{
throw new ArgumentException($"We do not have this role: {role}");
}
_roles.Remove(role);
var message = new RoleRemovedMessage(role);
OwnedEntity?.SendMessage(OwnedMob, message);
}
public bool HasRole<T>() where T : Role
{
var t = typeof(T);
return _roles.Any(role => role.GetType() == t);
}
/// <summary>
/// Adds an objective to this mind.
/// </summary>
public bool TryAddObjective(ObjectivePrototype objectivePrototype)
{
if (!objectivePrototype.CanBeAssigned(this))
return false;
var objective = objectivePrototype.GetObjective(this);
if (_objectives.Contains(objective))
return false;
_objectives.Add(objective);
return true;
}
/// <summary>
/// Removes an objective to this mind.
/// </summary>
/// <returns>Returns true if the removal succeeded.</returns>
public bool TryRemoveObjective(int index)
{
if (_objectives.Count >= index) return false;
var objective = _objectives[index];
_objectives.Remove(objective);
return true;
}
/// <summary>
/// Transfer this mind's control over to a new entity.
/// </summary>
/// <param name="entity">
/// The entity to control.
/// Can be null, in which case it will simply detach the mind from any entity.
/// </param>
/// <exception cref="ArgumentException">
/// Thrown if <paramref name="entity"/> is already owned by another mind.
/// </exception>
public void TransferTo(IEntity entity)
{
MindComponent component = null;
bool alreadyAttached = false;
if (entity != null)
{
if (!entity.TryGetComponent(out component))
{
component = entity.AddComponent<MindComponent>();
}
else if (component.HasMind)
{
// TODO: Kick them out, maybe?
throw new ArgumentException("That entity already has a mind.", nameof(entity));
}
if (entity.TryGetComponent(out IActorComponent actor))
{
// Happens when transferring to your currently visited entity.
if (actor.playerSession != Session)
{
throw new ArgumentException("Visit target already has a session.", nameof(entity));
}
alreadyAttached = true;
}
}
OwnedMob?.InternalEjectMind();
OwnedMob = component;
OwnedMob?.InternalAssignMind(this);
// Player is CURRENTLY connected.
if (Session != null && OwnedMob != null && !alreadyAttached)
{
Session.AttachToEntity(entity);
}
VisitingEntity = null;
}
public void ChangeOwningPlayer(NetUserId? newOwner)
{
var playerMgr = IoCManager.Resolve<IPlayerManager>();
PlayerData newOwnerData = null;
if (newOwner.HasValue)
{
if (!playerMgr.TryGetPlayerData(newOwner.Value, out var uncast))
{
// This restriction is because I'm too lazy to initialize the player data
// for a client that hasn't logged in yet.
// Go ahead and remove it if you need.
throw new ArgumentException("new owner must have previously logged into the server.");
}
newOwnerData = uncast.ContentData();
}
// Make sure to remove control from our old owner if they're logged in.
var oldSession = Session;
oldSession?.AttachToEntity(null);
if (UserId.HasValue)
{
playerMgr.GetPlayerData(UserId.Value).ContentData().Mind = null;
}
UserId = newOwner;
if (!newOwner.HasValue)
{
return;
}
// Yank new owner out of their old mind too.
// Can I mention how much I love the word yank?
newOwnerData.Mind?.ChangeOwningPlayer(null);
newOwnerData.Mind = this;
}
public void Visit(IEntity entity)
{
Session?.AttachToEntity(entity);
VisitingEntity = entity;
var comp = entity.AddComponent<VisitingMindComponent>();
comp.Mind = this;
}
public void UnVisit()
{
if (!IsVisitingEntity)
{
return;
}
Session?.AttachToEntity(OwnedEntity);
var oldVisitingEnt = VisitingEntity;
// Null this before removing the component to avoid any infinite loops.
VisitingEntity = null;
if (oldVisitingEnt.HasComponent<VisitingMindComponent>())
{
oldVisitingEnt.RemoveComponent<VisitingMindComponent>();
}
}
}
}