* temp commit to save progress * adds objectives * refactors mind.addobjective a bit * better names for my testobjectives which i'll remove later on anyways * nullable errors * some misc fixes * no sorted or set, what was i thinking here? * removes unused imports * added commands * fully implements stealcondition * started uiwork * moved prototypeicon to engine * removes objective class & uiwork * refactors ui to only update when opened adds progresstexturerect * adds some margin * removes some testing code * ignores objectiveprototypes on clientside * fixes * removes using statements for exp * gets the job * always show issuer * locs & _ * giving commands some love * Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterBar.cs Co-authored-by: Exp <theexp111@gmail.com> * makes commands use new thingy * string interpolation * good catch exp * loc'd * linq gone * runtime * moves function from engine * oopsie * Update Content.Server/Objectives/Conditions/StealCondition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * makes messages directed * base call & validation * shuffle once * No? Money down! Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: Exp <theexp111@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
200 lines
7.0 KiB
C#
200 lines
7.0 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.Medical;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Timers;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Stores a <see cref="Server.Mobs.Mind"/> on a mob.
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/// </summary>
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[RegisterComponent]
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public class MindComponent : Component, IExamine
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{
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private bool _showExamineInfo;
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/// <inheritdoc />
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public override string Name => "Mind";
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/// <summary>
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/// The mind controlling this mob. Can be null.
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/// </summary>
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[ViewVariables]
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public Mind? Mind { get; private set; }
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/// <summary>
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/// True if we have a mind, false otherwise.
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/// </summary>
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[ViewVariables]
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public bool HasMind => Mind != null;
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/// <summary>
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/// Whether examining should show information about the mind or not.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ShowExamineInfo
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{
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get => _showExamineInfo;
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set => _showExamineInfo = value;
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}
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[ViewVariables]
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private BoundUserInterface? UserInterface =>
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Owner.GetUIOrNull(SharedAcceptCloningComponent.AcceptCloningUiKey.Key);
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public override void Initialize()
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{
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base.Initialize();
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Owner.EntityManager.EventBus.SubscribeEvent<CloningPodComponent.CloningStartedMessage>(
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EventSource.Local, this,
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HandleCloningStartedMessage);
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUiAcceptCloningMessage;
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}
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}
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private void HandleCloningStartedMessage(CloningPodComponent.CloningStartedMessage ev)
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{
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if (ev.CapturedMind == Mind)
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{
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UserInterface?.Open(Mind.Session);
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}
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}
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private void OnUiAcceptCloningMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (!(obj.Message is SharedAcceptCloningComponent.UiButtonPressedMessage message)) return;
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if (Mind != null)
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new GhostComponent.GhostReturnMessage(Mind));
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}
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}
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public override void OnRemove()
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{
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base.OnRemove();
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Owner.EntityManager.EventBus.UnsubscribeEvent<CloningPodComponent.CloningStartedMessage>(EventSource.Local, this);
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if (UserInterface != null) UserInterface.OnReceiveMessage -= OnUiAcceptCloningMessage;
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}
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalEjectMind()
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{
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Mind = null;
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}
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
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/// If that doesn't cover it, make something to cover it.
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/// </summary>
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public void InternalAssignMind(Mind value)
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{
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Mind = value;
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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if (HasMind)
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{
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var visiting = Mind?.VisitingEntity;
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if (visiting != null)
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{
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if (visiting.TryGetComponent(out GhostComponent? ghost))
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{
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ghost.CanReturnToBody = false;
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}
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Mind!.TransferTo(visiting);
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}
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else
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{
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var spawnPosition = Owner.Transform.Coordinates;
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Owner.SpawnTimer(0, () =>
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{
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// Async this so that we don't throw if the grid we're on is being deleted.
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var mapMan = IoCManager.Resolve<IMapManager>();
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var gridId = spawnPosition.GetGridId(Owner.EntityManager);
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if (gridId == GridId.Invalid || !mapMan.GridExists(gridId))
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{
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spawnPosition = IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
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}
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var ghost = Owner.EntityManager.SpawnEntity("MobObserver", spawnPosition);
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var ghostComponent = ghost.GetComponent<GhostComponent>();
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ghostComponent.CanReturnToBody = false;
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if (Mind != null)
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{
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ghost.Name = Mind.CharacterName;
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Mind.TransferTo(ghost);
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}
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});
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}
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _showExamineInfo, "show_examine_info", false);
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (!ShowExamineInfo || !inDetailsRange)
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{
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return;
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}
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var dead =
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Owner.TryGetComponent<IDamageableComponent>(out var damageable) &&
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damageable.CurrentState == DamageState.Dead;
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if (!HasMind)
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{
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var aliveText =
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$"[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]";
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var deadText = $"[color=purple]{Loc.GetString("{0:Their} soul has departed.", Owner)}[/color]";
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message.AddMarkup(dead ? deadText : aliveText);
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}
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else if (Mind?.Session == null)
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{
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if (dead) return;
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var text =
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$"[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]";
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message.AddMarkup(text);
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}
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}
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}
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}
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