129 lines
4.3 KiB
C#
129 lines
4.3 KiB
C#
using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.Mind.Components;
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using Content.Server.Objectives;
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using Content.Server.Roles;
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using Robust.Server.Player;
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using Robust.Shared.Network;
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namespace Content.Server.Mind
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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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internal readonly ISet<Role> Roles = new HashSet<Role>();
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internal readonly List<Objective> Objectives = new();
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public string Briefing = String.Empty;
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/// <summary>
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/// Creates the new mind.
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/// Note: the Mind is NOT initially attached!
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/// The provided UserId is solely for tracking of intended owner.
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/// </summary>
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public Mind()
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{
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}
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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, Access(typeof(MindSystem))]
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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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[ViewVariables, Access(typeof(MindSystem))]
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public NetUserId? OriginalOwnerUserId { get; set; }
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/// <summary>
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/// Entity UID for the first entity that this mind controlled. Used for round end.
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/// Might be relevant if the player has ghosted since.
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/// </summary>
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[ViewVariables] public EntityUid? OriginalOwnedEntity;
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[ViewVariables]
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public bool IsVisitingEntity => VisitingEntity != null;
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[ViewVariables, Access(typeof(MindSystem))]
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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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[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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[ViewVariables]
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public TimeSpan? TimeOfDeath { 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 MindContainerComponent? OwnedComponent { get; internal 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, Access(typeof(MindSystem))]
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public EntityUid? OwnedEntity { get; set; }
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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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/// Prevents user from ghosting out
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("preventGhosting")]
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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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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("preventSuicide")]
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public bool PreventSuicide { get; set; }
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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(MindSystem), typeof(GameTicker))]
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public IPlayerSession? Session { get; internal set; }
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/// <summary>
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/// Gets the current job
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/// </summary>
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public Job? CurrentJob => Roles.OfType<Job>().SingleOrDefault();
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}
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}
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