* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
668 lines
24 KiB
C#
668 lines
24 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.GameTicking;
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using Content.Server.Ghost;
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using Content.Server.Ghost.Components;
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using Content.Server.Mind.Components;
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using Content.Server.Objectives;
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using Content.Server.Players;
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using Content.Server.Roles;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.GameTicking;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Mind;
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public sealed class MindSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly ActorSystem _actor = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly GhostSystem _ghostSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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// This is dictionary is required to track the minds of disconnected players that may have had their entity deleted.
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private readonly Dictionary<NetUserId, Mind> _userMinds = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MindContainerComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<MindContainerComponent, SuicideEvent>(OnSuicide);
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SubscribeLocalEvent<MindContainerComponent, EntityTerminatingEvent>(OnMindContainerTerminating);
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SubscribeLocalEvent<VisitingMindComponent, EntityTerminatingEvent>(OnVisitingTerminating);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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WipeAllMinds();
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}
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public void SetGhostOnShutdown(EntityUid uid, bool value, MindContainerComponent? mind = null)
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{
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if (!Resolve(uid, ref mind))
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return;
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mind.GhostOnShutdown = value;
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}
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private void OnReset(RoundRestartCleanupEvent ev)
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{
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WipeAllMinds();
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}
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public void WipeAllMinds()
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{
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foreach (var mind in _userMinds.Values)
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{
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WipeMind(mind);
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}
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DebugTools.Assert(_userMinds.Count == 0);
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foreach (var unCastData in _playerManager.GetAllPlayerData())
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{
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if (unCastData.ContentData()?.Mind is not { } mind)
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continue;
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Log.Error("Player mind was missing from MindSystem dictionary.");
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WipeMind(mind);
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}
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}
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public Mind? GetMind(NetUserId user)
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{
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TryGetMind(user, out var mind);
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return mind;
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}
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public bool TryGetMind(NetUserId user, [NotNullWhen(true)] out Mind? mind)
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{
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if (_userMinds.TryGetValue(user, out mind))
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{
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DebugTools.Assert(mind.UserId == user);
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DebugTools.Assert(_playerManager.GetPlayerData(user).ContentData() is not {} data
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|| data.Mind == mind);
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return true;
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}
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DebugTools.Assert(_playerManager.GetPlayerData(user).ContentData()?.Mind == null);
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return false;
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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="MindSystem.TransferTo(Mind,System.Nullable{Robust.Shared.GameObjects.EntityUid},bool)"/> 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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private void InternalAssignMind(EntityUid uid, Mind value, MindContainerComponent? mind = null)
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{
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if (!Resolve(uid, ref mind))
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return;
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mind.Mind = value;
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RaiseLocalEvent(uid, new MindAddedMessage(), true);
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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="MindSystem.TransferTo(Mind,System.Nullable{Robust.Shared.GameObjects.EntityUid},bool)"/> 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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private void InternalEjectMind(EntityUid uid, MindContainerComponent? mind = null)
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{
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if (!Resolve(uid, ref mind, false))
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return;
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mind.Mind = null;
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RaiseLocalEvent(uid, new MindRemovedMessage(), true);
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}
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private void OnVisitingTerminating(EntityUid uid, VisitingMindComponent component, ref EntityTerminatingEvent args)
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{
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if (component.Mind != null)
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UnVisit(component.Mind);
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}
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private void OnMindContainerTerminating(EntityUid uid, MindContainerComponent component, ref EntityTerminatingEvent args)
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{
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// Let's not create ghosts if not in the middle of the round.
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if (_gameTicker.RunLevel != GameRunLevel.InRound)
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return;
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if (component.Mind is not { } mind)
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return;
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// If the player is currently visiting some other entity, simply attach to that entity.
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if (mind.VisitingEntity is {Valid: true} visiting
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&& visiting != uid
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&& !Deleted(visiting)
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&& !Terminating(visiting))
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{
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TransferTo(mind, visiting);
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if (TryComp(visiting, out GhostComponent? ghost))
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_ghostSystem.SetCanReturnToBody(ghost, false);
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return;
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}
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TransferTo(mind, null);
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if (component.GhostOnShutdown && mind.Session != null)
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{
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var xform = Transform(uid);
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var gridId = xform.GridUid;
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var spawnPosition = Transform(uid).Coordinates;
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// Use a regular timer here because the entity has probably been deleted.
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Timer.Spawn(0, () =>
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{
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// Make extra sure the round didn't end between spawning the timer and it being executed.
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if (_gameTicker.RunLevel != GameRunLevel.InRound)
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return;
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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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if (!_mapManager.GridExists(gridId))
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spawnPosition = _gameTicker.GetObserverSpawnPoint();
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// TODO refactor observer spawning.
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// please.
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if (!spawnPosition.IsValid(EntityManager))
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{
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// This should be an error, if it didn't cause tests to start erroring when they delete a player.
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Log.Warning($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, and no applicable spawn location is available.");
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TransferTo(mind, null);
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return;
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}
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var ghost = Spawn("MobObserver", spawnPosition);
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var ghostComponent = Comp<GhostComponent>(ghost);
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_ghostSystem.SetCanReturnToBody(ghostComponent, false);
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// Log these to make sure they're not causing the GameTicker round restart bugs...
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Log.Debug($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, spawned \"{ToPrettyString(ghost)}\".");
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var val = mind.CharacterName ?? string.Empty;
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MetaData(ghost).EntityName = val;
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TransferTo(mind, ghost);
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});
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}
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}
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private void OnExamined(EntityUid uid, MindContainerComponent mindContainer, ExaminedEvent args)
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{
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if (!mindContainer.ShowExamineInfo || !args.IsInDetailsRange)
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return;
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var dead = _mobStateSystem.IsDead(uid);
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var hasSession = mindContainer.Mind?.Session;
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if (dead && hasSession == null)
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args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-dead-and-ssd", ("ent", uid))}[/color]");
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else if (dead)
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args.PushMarkup($"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", uid))}[/color]");
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else if (!mindContainer.HasMind)
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args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-catatonic", ("ent", uid))}[/color]");
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else if (hasSession == null)
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args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", uid))}[/color]");
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}
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private void OnSuicide(EntityUid uid, MindContainerComponent component, SuicideEvent args)
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{
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if (args.Handled)
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return;
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if (component.HasMind && component.Mind.PreventSuicide)
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{
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args.BlockSuicideAttempt(true);
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}
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}
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public Mind? GetMind(EntityUid uid, MindContainerComponent? mind = null)
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{
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if (!Resolve(uid, ref mind))
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return null;
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if (mind.HasMind)
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return mind.Mind;
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return null;
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}
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public Mind CreateMind(NetUserId? userId, string? name = null)
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{
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var mind = new Mind();
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mind.CharacterName = name;
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SetUserId(mind, userId);
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return mind;
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}
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/// <summary>
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/// True if the OwnedEntity of this mind is physically dead.
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/// This specific definition, as opposed to CharacterDeadIC, is used to determine if ghosting should allow return.
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/// </summary>
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public bool IsCharacterDeadPhysically(Mind mind)
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{
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// This is written explicitly so that the logic can be understood.
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// But it's also weird and potentially situational.
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// Specific considerations when updating this:
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// + Does being turned into a borg (if/when implemented) count as dead?
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// *If not, add specific conditions to users of this property where applicable.*
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// + Is being transformed into a donut 'dead'?
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// TODO: Consider changing the way ghost roles work.
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// Mind is an *IC* mind, therefore ghost takeover is IC revival right now.
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// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
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// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
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if (mind.OwnedEntity == null)
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return true;
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// This can be null if they're deleted (spike / brain nom)
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var targetMobState = EntityManager.GetComponentOrNull<MobStateComponent>(mind.OwnedEntity);
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// This can be null if it's a brain (this happens very often)
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// Brains are the result of gibbing so should definitely count as dead
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if (targetMobState == null)
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return true;
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// They might actually be alive.
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return _mobStateSystem.IsDead(mind.OwnedEntity.Value, targetMobState);
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}
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public void Visit(Mind mind, EntityUid entity)
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{
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if (mind.VisitingEntity != null)
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{
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Log.Error($"Attempted to visit an entity ({ToPrettyString(entity)}) while already visiting another ({ToPrettyString(mind.VisitingEntity.Value)}).");
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return;
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}
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if (HasComp<VisitingMindComponent>(entity))
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{
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Log.Error($"Attempted to visit an entity that already has a visiting mind. Entity: {ToPrettyString(entity)}");
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return;
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}
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mind.Session?.AttachToEntity(entity);
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mind.VisitingEntity = entity;
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// EnsureComp instead of AddComp to deal with deferred deletions.
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var comp = EnsureComp<VisitingMindComponent>(entity);
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comp.Mind = mind;
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Log.Info($"Session {mind.Session?.Name} visiting entity {entity}.");
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}
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/// <summary>
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/// Returns the mind to its original entity.
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/// </summary>
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public void UnVisit(Mind? mind)
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{
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if (mind == null || mind.VisitingEntity == null)
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return;
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RemoveVisitingEntity(mind);
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if (mind.Session == null || mind.Session.AttachedEntity == mind.VisitingEntity)
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return;
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var owned = mind.OwnedEntity;
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mind.Session.AttachToEntity(owned);
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if (owned.HasValue)
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{
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_adminLogger.Add(LogType.Mind, LogImpact.Low,
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$"{mind.Session.Name} returned to {ToPrettyString(owned.Value)}");
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}
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}
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/// <summary>
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/// Cleans up the VisitingEntity.
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/// </summary>
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/// <param name="mind"></param>
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private void RemoveVisitingEntity(Mind mind)
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{
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if (mind.VisitingEntity == null)
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return;
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var oldVisitingEnt = mind.VisitingEntity.Value;
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// Null this before removing the component to avoid any infinite loops.
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mind.VisitingEntity = null;
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if (TryComp(oldVisitingEnt, out VisitingMindComponent? visitComp))
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{
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visitComp.Mind = null;
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RemCompDeferred(oldVisitingEnt, visitComp);
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}
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RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage(), true);
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}
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public void WipeMind(IPlayerSession player)
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{
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var mind = player.ContentData()?.Mind;
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DebugTools.Assert(GetMind(player.UserId) == mind);
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WipeMind(mind);
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}
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/// <summary>
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/// Detaches a mind from all entities and clears the user ID.
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/// </summary>
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public void WipeMind(Mind? mind)
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{
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if (mind == null)
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return;
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TransferTo(mind, null);
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SetUserId(mind, null);
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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="mind">The mind to transfer</param>
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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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/// <param name="ghostCheckOverride">
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/// If true, skips ghost check for Visiting 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(Mind mind, EntityUid? entity, bool ghostCheckOverride = false)
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{
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if (entity == mind.OwnedEntity)
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return;
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MindContainerComponent? component = null;
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var alreadyAttached = false;
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if (entity != null)
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{
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component = EnsureComp<MindContainerComponent>(entity.Value);
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if (component.HasMind)
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_gameTicker.OnGhostAttempt(component.Mind, false);
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if (TryComp<ActorComponent>(entity.Value, out var actor))
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{
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// Happens when transferring to your currently visited entity.
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if (actor.PlayerSession != mind.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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var oldComp = mind.OwnedComponent;
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var oldEntity = mind.OwnedEntity;
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if(oldComp != null && oldEntity != null)
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InternalEjectMind(oldEntity.Value, oldComp);
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SetOwnedEntity(mind, entity, component);
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// Don't do the full deletion cleanup if we're transferring to our VisitingEntity
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if (alreadyAttached)
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{
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// Set VisitingEntity null first so the removal of VisitingMind doesn't get through Unvisit() and delete what we're visiting.
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// Yes this control flow sucks.
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mind.VisitingEntity = null;
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RemComp<VisitingMindComponent>(entity!.Value);
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}
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else if (mind.VisitingEntity != null
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&& (ghostCheckOverride // to force mind transfer, for example from ControlMobVerb
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|| !TryComp(mind.VisitingEntity!, out GhostComponent? ghostComponent) // visiting entity is not a Ghost
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|| !ghostComponent.CanReturnToBody)) // it is a ghost, but cannot return to body anyway, so it's okay
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{
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RemoveVisitingEntity(mind);
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}
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// Player is CURRENTLY connected.
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if (mind.Session != null && !alreadyAttached && mind.VisitingEntity == null)
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{
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_actor.Attach(entity, mind.Session, true);
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Log.Info($"Session {mind.Session.Name} transferred to entity {entity}.");
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}
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if (mind.OwnedComponent != null)
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{
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InternalAssignMind(mind.OwnedEntity!.Value, mind, mind.OwnedComponent);
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mind.OriginalOwnedEntity ??= mind.OwnedEntity;
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}
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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(Mind mind, ObjectivePrototype objectivePrototype)
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{
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if (!objectivePrototype.CanBeAssigned(mind))
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return false;
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var objective = objectivePrototype.GetObjective(mind);
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if (mind.Objectives.Contains(objective))
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return false;
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foreach (var condition in objective.Conditions)
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{
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_adminLogger.Add(LogType.Mind, LogImpact.Low, $"'{condition.Title}' added to mind of {MindOwnerLoggingString(mind)}");
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}
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mind.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(Mind mind, int index)
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{
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if (index < 0 || index >= mind.Objectives.Count) return false;
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var objective = mind.Objectives[index];
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foreach (var condition in objective.Conditions)
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{
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_adminLogger.Add(LogType.Mind, LogImpact.Low, $"'{condition.Title}' removed from the mind of {MindOwnerLoggingString(mind)}");
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}
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mind.Objectives.Remove(objective);
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return true;
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}
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/// <summary>
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/// Gives this mind a new role.
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/// </summary>
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/// <param name="mind">The mind to add the role to.</param>
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/// <param name="role">The type of the role to give.</param>
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/// <returns>The instance of the role.</returns>
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/// <exception cref="ArgumentException">
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/// Thrown if we already have a role with this type.
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/// </exception>
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public void AddRole(Mind mind, Role role)
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{
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if (mind.Roles.Contains(role))
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{
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throw new ArgumentException($"We already have this role: {role}");
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}
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mind.Roles.Add(role);
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role.Greet();
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var message = new RoleAddedEvent(mind, role);
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if (mind.OwnedEntity != null)
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{
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RaiseLocalEvent(mind.OwnedEntity.Value, message, true);
|
|
}
|
|
|
|
_adminLogger.Add(LogType.Mind, LogImpact.Low,
|
|
$"'{role.Name}' added to mind of {MindOwnerLoggingString(mind)}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes a role from this mind.
|
|
/// </summary>
|
|
/// <param name="mind">The mind to remove the role from.</param>
|
|
/// <param name="role">The type of the role to remove.</param>
|
|
/// <exception cref="ArgumentException">
|
|
/// Thrown if we do not have this role.
|
|
/// </exception>
|
|
public void RemoveRole(Mind mind, Role role)
|
|
{
|
|
if (!mind.Roles.Contains(role))
|
|
{
|
|
throw new ArgumentException($"We do not have this role: {role}");
|
|
}
|
|
|
|
mind.Roles.Remove(role);
|
|
|
|
var message = new RoleRemovedEvent(mind, role);
|
|
|
|
if (mind.OwnedEntity != null)
|
|
{
|
|
RaiseLocalEvent(mind.OwnedEntity.Value, message, true);
|
|
}
|
|
_adminLogger.Add(LogType.Mind, LogImpact.Low,
|
|
$"'{role.Name}' removed from mind of {MindOwnerLoggingString(mind)}");
|
|
}
|
|
|
|
public bool HasRole<T>(Mind mind) where T : Role
|
|
{
|
|
return mind.Roles.Any(role => role is T);
|
|
}
|
|
|
|
public bool TryGetSession(Mind mind, [NotNullWhen(true)] out IPlayerSession? session)
|
|
{
|
|
return (session = mind.Session) != null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a mind from uid and/or MindContainerComponent. Used for null checks.
|
|
/// </summary>
|
|
/// <param name="uid">Entity UID that owns the mind.</param>
|
|
/// <param name="mind">The returned mind.</param>
|
|
/// <param name="mindContainerComponent">Mind component on <paramref name="uid"/> to get the mind from.</param>
|
|
/// <returns>True if mind found. False if not.</returns>
|
|
public bool TryGetMind(EntityUid uid, [NotNullWhen(true)] out Mind? mind, MindContainerComponent? mindContainerComponent = null)
|
|
{
|
|
mind = null;
|
|
if (!Resolve(uid, ref mindContainerComponent, false))
|
|
return false;
|
|
|
|
if (!mindContainerComponent.HasMind)
|
|
return false;
|
|
|
|
mind = mindContainerComponent.Mind;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the Mind's OwnedComponent and OwnedEntity
|
|
/// </summary>
|
|
/// <param name="mind">Mind to set OwnedComponent and OwnedEntity on</param>
|
|
/// <param name="uid">Entity owned by <paramref name="mind"/></param>
|
|
/// <param name="mindContainerComponent">MindContainerComponent owned by <paramref name="mind"/></param>
|
|
private void SetOwnedEntity(Mind mind, EntityUid? uid, MindContainerComponent? mindContainerComponent)
|
|
{
|
|
if (uid != null)
|
|
Resolve(uid.Value, ref mindContainerComponent);
|
|
|
|
mind.OwnedEntity = uid;
|
|
mind.OwnedComponent = mindContainerComponent;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the Mind's UserId, Session, and updates the player's PlayerData. This should have no direct effect on the
|
|
/// entity that any mind is connected to, except as a side effect of the fact that it may change a player's
|
|
/// attached entity. E.g., ghosts get deleted.
|
|
/// </summary>
|
|
public void SetUserId(Mind mind, NetUserId? userId)
|
|
{
|
|
if (mind.UserId == userId)
|
|
return;
|
|
|
|
if (userId != null && !_playerManager.TryGetPlayerData(userId.Value, out _))
|
|
{
|
|
Log.Error($"Attempted to set mind user to invalid value {userId}");
|
|
return;
|
|
}
|
|
|
|
if (mind.Session != null)
|
|
{
|
|
_actor.Attach(null, mind.Session);
|
|
mind.Session = null;
|
|
}
|
|
|
|
if (mind.UserId != null)
|
|
{
|
|
_userMinds.Remove(mind.UserId.Value);
|
|
if (_playerManager.GetPlayerData(mind.UserId.Value).ContentData() is { } oldData)
|
|
oldData.Mind = null;
|
|
mind.UserId = null;
|
|
}
|
|
|
|
if (userId == null)
|
|
{
|
|
DebugTools.AssertNull(mind.Session);
|
|
return;
|
|
}
|
|
|
|
if (_userMinds.TryGetValue(userId.Value, out var oldMind))
|
|
SetUserId(oldMind, null);
|
|
|
|
DebugTools.AssertNull(_playerManager.GetPlayerData(userId.Value).ContentData()?.Mind);
|
|
|
|
_userMinds[userId.Value] = mind;
|
|
mind.UserId = userId;
|
|
mind.OriginalOwnerUserId ??= userId;
|
|
|
|
if (_playerManager.TryGetSessionById(userId.Value, out var ret))
|
|
{
|
|
mind.Session = ret;
|
|
_actor.Attach(mind.CurrentEntity, mind.Session);
|
|
}
|
|
|
|
// session may be null, but user data may still exist for disconnected players.
|
|
if (_playerManager.GetPlayerData(userId.Value).ContentData() is { } data)
|
|
data.Mind = mind;
|
|
}
|
|
|
|
/// <summary>
|
|
/// True if this Mind is 'sufficiently dead' IC (Objectives, EndText).
|
|
/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
|
|
/// "If administrators decide that zombies are dead, this returns true for zombies."
|
|
/// (Maybe you were looking for the action blocker system?)
|
|
/// </summary>
|
|
public bool IsCharacterDeadIc(Mind mind)
|
|
{
|
|
return IsCharacterDeadPhysically(mind);
|
|
}
|
|
|
|
/// <summary>
|
|
/// A string to represent the mind for logging
|
|
/// </summary>
|
|
private string MindOwnerLoggingString(Mind mind)
|
|
{
|
|
if (mind.OwnedEntity != null)
|
|
return ToPrettyString(mind.OwnedEntity.Value);
|
|
if (mind.UserId != null)
|
|
return mind.UserId.Value.ToString();
|
|
return "(originally " + mind.OriginalOwnerUserId + ")";
|
|
}
|
|
}
|