Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/MindComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

157 lines
5.5 KiB
C#

#nullable enable
using Content.Server.GameObjects.Components.Observer;
using Content.Server.GameTicking;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Mobs
{
/// <summary>
/// Stores a <see cref="Server.Mobs.Mind"/> on a mob.
/// </summary>
[RegisterComponent]
public class MindComponent : Component, IExamine
{
[DataField("show_examine_info")]
private bool _showExamineInfo;
/// <inheritdoc />
public override string Name => "Mind";
/// <summary>
/// The mind controlling this mob. Can be null.
/// </summary>
[ViewVariables]
public Mind? Mind { get; private set; }
/// <summary>
/// True if we have a mind, false otherwise.
/// </summary>
[ViewVariables]
public bool HasMind => Mind != null;
/// <summary>
/// Whether examining should show information about the mind or not.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("showExamineInfo")]
public bool ShowExamineInfo { get; set; }
/// <summary>
/// Whether the mind will be put on a ghost after this component is shutdown.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("ghostOnShutdown")]
public bool GhostOnShutdown { get; set; } = true;
/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalEjectMind()
{
Mind = null;
}
/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalAssignMind(Mind value)
{
Mind = value;
}
protected override void Shutdown()
{
base.Shutdown();
// Let's not create ghosts if not in the middle of the round.
if (IoCManager.Resolve<IGameTicker>().RunLevel != GameRunLevel.InRound)
return;
if (HasMind)
{
var visiting = Mind?.VisitingEntity;
if (visiting != null)
{
if (visiting.TryGetComponent(out GhostComponent? ghost))
{
ghost.CanReturnToBody = false;
}
Mind!.TransferTo(visiting);
}
else if(GhostOnShutdown)
{
var spawnPosition = Owner.Transform.Coordinates;
// Use a regular timer here because the entity has probably been deleted.
Timer.Spawn(0, () =>
{
// Async this so that we don't throw if the grid we're on is being deleted.
var mapMan = IoCManager.Resolve<IMapManager>();
var gridId = spawnPosition.GetGridId(Owner.EntityManager);
if (gridId == GridId.Invalid || !mapMan.GridExists(gridId))
{
spawnPosition = IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
}
var ghost = Owner.EntityManager.SpawnEntity("MobObserver", spawnPosition);
var ghostComponent = ghost.GetComponent<GhostComponent>();
ghostComponent.CanReturnToBody = false;
if (Mind != null)
{
ghost.Name = Mind.CharacterName;
Mind.TransferTo(ghost);
}
});
}
}
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
if (!ShowExamineInfo || !inDetailsRange)
{
return;
}
var dead =
Owner.TryGetComponent<IMobStateComponent>(out var state) &&
state.IsDead();
if (!HasMind)
{
var aliveText =
$"[color=red]{Loc.GetString("{0:They} {0:are} totally catatonic. The stresses of life in deep-space must have been too much for {0:them}. Any recovery is unlikely.", Owner)}[/color]";
var deadText = $"[color=purple]{Loc.GetString("{0:Their} soul has departed.", Owner)}[/color]";
message.AddMarkup(dead ? deadText : aliveText);
}
else if (Mind?.Session == null)
{
if (dead) return;
var text =
$"[color=yellow]{Loc.GetString("{0:They} {0:have} a blank, absent-minded stare and appears completely unresponsive to anything. {0:They} may snap out of it soon.", Owner)}[/color]";
message.AddMarkup(text);
}
}
}
}