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