591 lines
24 KiB
C#
591 lines
24 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.Ghost.Components;
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using Content.Server.Mind;
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using Content.Server.Roles.Jobs;
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using Content.Server.Warps;
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using Content.Shared.Actions;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Eye;
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using Content.Shared.FixedPoint;
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using Content.Shared.Follower;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Storage.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using System.Linq;
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using System.Numerics;
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namespace Content.Server.Ghost
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{
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public sealed class GhostSystem : SharedGhostSystem
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{
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly SharedEyeSystem _eye = default!;
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[Dependency] private readonly FollowerSystem _followerSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly JobSystem _jobs = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly MindSystem _minds = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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private EntityQuery<GhostComponent> _ghostQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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public override void Initialize()
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{
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base.Initialize();
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_ghostQuery = GetEntityQuery<GhostComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<GhostComponent, ComponentStartup>(OnGhostStartup);
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SubscribeLocalEvent<GhostComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<GhostComponent, ComponentShutdown>(OnGhostShutdown);
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SubscribeLocalEvent<GhostComponent, ExaminedEvent>(OnGhostExamine);
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SubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
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SubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
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SubscribeLocalEvent<GhostComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<GhostOnMoveComponent, MoveInputEvent>(OnRelayMoveInput);
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SubscribeNetworkEvent<GhostWarpsRequestEvent>(OnGhostWarpsRequest);
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SubscribeNetworkEvent<GhostReturnToBodyRequest>(OnGhostReturnToBodyRequest);
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SubscribeNetworkEvent<GhostWarpToTargetRequestEvent>(OnGhostWarpToTargetRequest);
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SubscribeNetworkEvent<GhostnadoRequestEvent>(OnGhostnadoRequest);
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SubscribeLocalEvent<GhostComponent, BooActionEvent>(OnActionPerform);
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SubscribeLocalEvent<GhostComponent, ToggleGhostHearingActionEvent>(OnGhostHearingAction);
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SubscribeLocalEvent<GhostComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(_ => MakeVisible(true));
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SubscribeLocalEvent<ToggleGhostVisibilityToAllEvent>(OnToggleGhostVisibilityToAll);
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}
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private void OnGhostHearingAction(EntityUid uid, GhostComponent component, ToggleGhostHearingActionEvent args)
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{
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args.Handled = true;
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if (HasComp<GhostHearingComponent>(uid))
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{
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RemComp<GhostHearingComponent>(uid);
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_actions.SetToggled(component.ToggleGhostHearingActionEntity, true);
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}
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else
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{
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AddComp<GhostHearingComponent>(uid);
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_actions.SetToggled(component.ToggleGhostHearingActionEntity, false);
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}
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var str = HasComp<GhostHearingComponent>(uid)
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? Loc.GetString("ghost-gui-toggle-hearing-popup-on")
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: Loc.GetString("ghost-gui-toggle-hearing-popup-off");
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Popup.PopupEntity(str, uid, uid);
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Dirty(uid, component);
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}
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private void OnActionPerform(EntityUid uid, GhostComponent component, BooActionEvent args)
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{
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if (args.Handled)
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return;
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var entities = _lookup.GetEntitiesInRange(args.Performer, component.BooRadius);
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var booCounter = 0;
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foreach (var ent in entities)
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{
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var handled = DoGhostBooEvent(ent);
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if (handled)
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booCounter++;
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if (booCounter >= component.BooMaxTargets)
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break;
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}
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args.Handled = true;
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}
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private void OnRelayMoveInput(EntityUid uid, GhostOnMoveComponent component, ref MoveInputEvent args)
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{
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// If they haven't actually moved then ignore it.
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if ((args.Entity.Comp.HeldMoveButtons &
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(MoveButtons.Down | MoveButtons.Left | MoveButtons.Up | MoveButtons.Right)) == 0x0)
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{
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return;
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}
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// Let's not ghost if our mind is visiting...
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if (HasComp<VisitingMindComponent>(uid))
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return;
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if (!_minds.TryGetMind(uid, out var mindId, out var mind) || mind.IsVisitingEntity)
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return;
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if (component.MustBeDead && (_mobState.IsAlive(uid) || _mobState.IsCritical(uid)))
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return;
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OnGhostAttempt(mindId, component.CanReturn, mind: mind);
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}
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private void OnGhostStartup(EntityUid uid, GhostComponent component, ComponentStartup args)
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{
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// Allow this entity to be seen by other ghosts.
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var visibility = EnsureComp<VisibilityComponent>(uid);
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if (_gameTicker.RunLevel != GameRunLevel.PostRound)
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{
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
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}
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SetCanSeeGhosts(uid, true);
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var time = _gameTiming.CurTime;
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component.TimeOfDeath = time;
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}
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private void OnGhostShutdown(EntityUid uid, GhostComponent component, ComponentShutdown args)
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{
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// Perf: If the entity is deleting itself, no reason to change these back.
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if (Terminating(uid))
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return;
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// Entity can't be seen by ghosts anymore.
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if (TryComp(uid, out VisibilityComponent? visibility))
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{
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
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}
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// Entity can't see ghosts anymore.
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SetCanSeeGhosts(uid, false);
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_actions.RemoveAction(uid, component.BooActionEntity);
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}
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private void SetCanSeeGhosts(EntityUid uid, bool canSee, EyeComponent? eyeComponent = null)
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{
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if (!Resolve(uid, ref eyeComponent, false))
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return;
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if (canSee)
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_eye.SetVisibilityMask(uid, eyeComponent.VisibilityMask | (int) VisibilityFlags.Ghost, eyeComponent);
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else
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_eye.SetVisibilityMask(uid, eyeComponent.VisibilityMask & ~(int) VisibilityFlags.Ghost, eyeComponent);
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}
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private void OnMapInit(EntityUid uid, GhostComponent component, MapInitEvent args)
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{
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if (_actions.AddAction(uid, ref component.BooActionEntity, out var act, component.BooAction)
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&& act.UseDelay != null)
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{
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var start = _gameTiming.CurTime;
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var end = start + act.UseDelay.Value;
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_actions.SetCooldown(component.BooActionEntity.Value, start, end);
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}
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_actions.AddAction(uid, ref component.ToggleGhostHearingActionEntity, component.ToggleGhostHearingAction);
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_actions.AddAction(uid, ref component.ToggleLightingActionEntity, component.ToggleLightingAction);
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_actions.AddAction(uid, ref component.ToggleFoVActionEntity, component.ToggleFoVAction);
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_actions.AddAction(uid, ref component.ToggleGhostsActionEntity, component.ToggleGhostsAction);
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}
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private void OnGhostExamine(EntityUid uid, GhostComponent component, ExaminedEvent args)
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{
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var timeSinceDeath = _gameTiming.RealTime.Subtract(component.TimeOfDeath);
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var deathTimeInfo = timeSinceDeath.Minutes > 0
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? Loc.GetString("comp-ghost-examine-time-minutes", ("minutes", timeSinceDeath.Minutes))
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: Loc.GetString("comp-ghost-examine-time-seconds", ("seconds", timeSinceDeath.Seconds));
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args.PushMarkup(deathTimeInfo);
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}
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#region Ghost Deletion
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private void OnMindRemovedMessage(EntityUid uid, GhostComponent component, MindRemovedMessage args)
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{
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DeleteEntity(uid);
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}
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private void OnMindUnvisitedMessage(EntityUid uid, GhostComponent component, MindUnvisitedMessage args)
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{
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DeleteEntity(uid);
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}
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private void OnPlayerDetached(EntityUid uid, GhostComponent component, PlayerDetachedEvent args)
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{
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DeleteEntity(uid);
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}
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private void DeleteEntity(EntityUid uid)
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{
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if (Deleted(uid) || Terminating(uid))
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return;
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QueueDel(uid);
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}
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#endregion
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private void OnGhostReturnToBodyRequest(GhostReturnToBodyRequest msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {Valid: true} attached
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|| !_ghostQuery.TryComp(attached, out var ghost)
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|| !ghost.CanReturnToBody
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|| !TryComp(attached, out ActorComponent? actor))
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{
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Log.Warning($"User {args.SenderSession.Name} sent an invalid {nameof(GhostReturnToBodyRequest)}");
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return;
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}
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_mind.UnVisit(actor.PlayerSession);
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}
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#region Warp
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private void OnGhostWarpsRequest(GhostWarpsRequestEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {Valid: true} entity
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|| !_ghostQuery.HasComp(entity))
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{
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Log.Warning($"User {args.SenderSession.Name} sent a {nameof(GhostWarpsRequestEvent)} without being a ghost.");
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return;
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}
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var response = new GhostWarpsResponseEvent(GetPlayerWarps(entity).Concat(GetLocationWarps()).ToList());
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RaiseNetworkEvent(response, args.SenderSession.Channel);
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}
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private void OnGhostWarpToTargetRequest(GhostWarpToTargetRequestEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {Valid: true} attached
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|| !_ghostQuery.HasComp(attached))
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{
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Log.Warning($"User {args.SenderSession.Name} tried to warp to {msg.Target} without being a ghost.");
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return;
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}
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var target = GetEntity(msg.Target);
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if (!Exists(target))
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{
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Log.Warning($"User {args.SenderSession.Name} tried to warp to an invalid entity id: {msg.Target}");
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return;
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}
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WarpTo(attached, target);
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}
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private void OnGhostnadoRequest(GhostnadoRequestEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {} uid
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|| !_ghostQuery.HasComp(uid))
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{
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Log.Warning($"User {args.SenderSession.Name} tried to ghostnado without being a ghost.");
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return;
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}
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if (_followerSystem.GetMostGhostFollowed() is not {} target)
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return;
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WarpTo(uid, target);
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}
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private void WarpTo(EntityUid uid, EntityUid target)
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{
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if ((TryComp(target, out WarpPointComponent? warp) && warp.Follow) || HasComp<MobStateComponent>(target))
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{
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_followerSystem.StartFollowingEntity(uid, target);
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return;
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}
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var xform = Transform(uid);
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_transformSystem.SetCoordinates(uid, xform, Transform(target).Coordinates);
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_transformSystem.AttachToGridOrMap(uid, xform);
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if (_physicsQuery.TryComp(uid, out var physics))
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_physics.SetLinearVelocity(uid, Vector2.Zero, body: physics);
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}
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private IEnumerable<GhostWarp> GetLocationWarps()
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{
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var allQuery = AllEntityQuery<WarpPointComponent>();
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while (allQuery.MoveNext(out var uid, out var warp))
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{
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yield return new GhostWarp(GetNetEntity(uid), warp.Location ?? Name(uid), true);
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}
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}
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private IEnumerable<GhostWarp> GetPlayerWarps(EntityUid except)
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{
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foreach (var player in _playerManager.Sessions)
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{
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if (player.AttachedEntity is not {Valid: true} attached)
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continue;
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if (attached == except) continue;
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TryComp<MindContainerComponent>(attached, out var mind);
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var jobName = _jobs.MindTryGetJobName(mind?.Mind);
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var playerInfo = $"{Comp<MetaDataComponent>(attached).EntityName} ({jobName})";
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if (_mobState.IsAlive(attached) || _mobState.IsCritical(attached))
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yield return new GhostWarp(GetNetEntity(attached), playerInfo, false);
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}
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}
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#endregion
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private void OnEntityStorageInsertAttempt(EntityUid uid, GhostComponent comp, ref InsertIntoEntityStorageAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnToggleGhostVisibilityToAll(ToggleGhostVisibilityToAllEvent ev)
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{
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if (ev.Handled)
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return;
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ev.Handled = true;
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MakeVisible(true);
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}
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/// <summary>
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/// When the round ends, make all players able to see ghosts.
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/// </summary>
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public void MakeVisible(bool visible)
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{
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var entityQuery = EntityQueryEnumerator<GhostComponent, VisibilityComponent>();
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while (entityQuery.MoveNext(out var uid, out _, out var vis))
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{
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if (visible)
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{
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_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
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}
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else
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{
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_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
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}
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis);
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}
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}
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public bool DoGhostBooEvent(EntityUid target)
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{
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var ghostBoo = new GhostBooEvent();
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RaiseLocalEvent(target, ghostBoo, true);
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return ghostBoo.Handled;
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}
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public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityUid targetEntity,
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bool canReturn = false)
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{
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_transformSystem.TryGetMapOrGridCoordinates(targetEntity, out var spawnPosition);
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return SpawnGhost(mind, spawnPosition, canReturn);
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}
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private bool IsValidSpawnPosition(EntityCoordinates? spawnPosition)
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{
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if (spawnPosition?.IsValid(EntityManager) != true)
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return false;
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var mapUid = spawnPosition?.GetMapUid(EntityManager);
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var gridUid = spawnPosition?.EntityId;
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// Test if the map is being deleted
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if (mapUid == null || TerminatingOrDeleted(mapUid.Value))
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return false;
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// Test if the grid is being deleted
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if (gridUid != null && TerminatingOrDeleted(gridUid.Value))
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return false;
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return true;
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}
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public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityCoordinates? spawnPosition = null,
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bool canReturn = false)
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{
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if (!Resolve(mind, ref mind.Comp))
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return null;
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// Test if the map or grid is being deleted
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if (!IsValidSpawnPosition(spawnPosition))
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spawnPosition = null;
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// If it's bad, look for a valid point to spawn
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spawnPosition ??= _gameTicker.GetObserverSpawnPoint();
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// Make sure the new point is valid too
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if (!IsValidSpawnPosition(spawnPosition))
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{
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Log.Warning($"No spawn valid ghost spawn position found for {mind.Comp.CharacterName}"
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+ $" \"{ToPrettyString(mind)}\"");
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_minds.TransferTo(mind.Owner, null, createGhost: false, mind: mind.Comp);
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return null;
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}
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var ghost = SpawnAtPosition(GameTicker.ObserverPrototypeName, spawnPosition.Value);
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var ghostComponent = Comp<GhostComponent>(ghost);
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// Try setting the ghost entity name to either the character name or the player name.
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// If all else fails, it'll default to the default entity prototype name, "observer".
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// However, that should rarely happen.
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if (!string.IsNullOrWhiteSpace(mind.Comp.CharacterName))
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_metaData.SetEntityName(ghost, mind.Comp.CharacterName);
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else if (!string.IsNullOrWhiteSpace(mind.Comp.Session?.Name))
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_metaData.SetEntityName(ghost, mind.Comp.Session.Name);
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if (mind.Comp.TimeOfDeath.HasValue)
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{
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SetTimeOfDeath(ghost, mind.Comp.TimeOfDeath!.Value, ghostComponent);
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}
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SetCanReturnToBody(ghostComponent, canReturn);
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if (canReturn)
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_minds.Visit(mind.Owner, ghost, mind.Comp);
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else
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_minds.TransferTo(mind.Owner, ghost, mind: mind.Comp);
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Log.Debug($"Spawned ghost \"{ToPrettyString(ghost)}\" for {mind.Comp.CharacterName}.");
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return ghost;
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}
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public bool OnGhostAttempt(EntityUid mindId, bool canReturnGlobal, bool viaCommand = false, MindComponent? mind = null)
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{
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if (!Resolve(mindId, ref mind))
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return false;
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var playerEntity = mind.CurrentEntity;
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if (playerEntity != null && viaCommand)
|
|
_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} is attempting to ghost via command");
|
|
|
|
var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
|
|
RaiseLocalEvent(handleEv);
|
|
|
|
// Something else has handled the ghost attempt for us! We return its result.
|
|
if (handleEv.Handled)
|
|
return handleEv.Result;
|
|
|
|
if (mind.PreventGhosting)
|
|
{
|
|
if (mind.Session != null) // Logging is suppressed to prevent spam from ghost attempts caused by movement attempts
|
|
{
|
|
_chatManager.DispatchServerMessage(mind.Session, Loc.GetString("comp-mind-ghosting-prevented"),
|
|
true);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if (TryComp<GhostComponent>(playerEntity, out var comp) && !comp.CanGhostInteract)
|
|
return false;
|
|
|
|
if (mind.VisitingEntity != default)
|
|
{
|
|
_mind.UnVisit(mindId, mind: mind);
|
|
}
|
|
|
|
var position = Exists(playerEntity)
|
|
? Transform(playerEntity.Value).Coordinates
|
|
: _gameTicker.GetObserverSpawnPoint();
|
|
|
|
if (position == default)
|
|
return false;
|
|
|
|
// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
|
|
// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
|
|
// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
|
|
// Note that we could theoretically be ICly dead and still physically alive and vice versa.
|
|
// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
|
|
// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
|
|
// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
|
|
// (If the mob survives, that's a bug. Ghosting is kept regardless.)
|
|
var canReturn = canReturnGlobal && _mind.IsCharacterDeadPhysically(mind);
|
|
|
|
if (_configurationManager.GetCVar(CCVars.GhostKillCrit) &&
|
|
canReturnGlobal &&
|
|
TryComp(playerEntity, out MobStateComponent? mobState))
|
|
{
|
|
if (_mobState.IsCritical(playerEntity.Value, mobState))
|
|
{
|
|
canReturn = true;
|
|
|
|
//todo: what if they dont breathe lol
|
|
//cry deeply
|
|
|
|
FixedPoint2 dealtDamage = 200;
|
|
|
|
if (TryComp<DamageableComponent>(playerEntity, out var damageable)
|
|
&& TryComp<MobThresholdsComponent>(playerEntity, out var thresholds))
|
|
{
|
|
var playerDeadThreshold = _mobThresholdSystem.GetThresholdForState(playerEntity.Value, MobState.Dead, thresholds);
|
|
dealtDamage = playerDeadThreshold - damageable.TotalDamage;
|
|
}
|
|
|
|
DamageSpecifier damage = new(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), dealtDamage);
|
|
|
|
_damageable.TryChangeDamage(playerEntity, damage, true);
|
|
}
|
|
}
|
|
|
|
if (playerEntity != null)
|
|
_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} ghosted{(!canReturn ? " (non-returnable)" : "")}");
|
|
|
|
var ghost = SpawnGhost((mindId, mind), position, canReturn);
|
|
|
|
if (ghost == null)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
public sealed class GhostAttemptHandleEvent(MindComponent mind, bool canReturnGlobal) : HandledEntityEventArgs
|
|
{
|
|
public MindComponent Mind { get; } = mind;
|
|
public bool CanReturnGlobal { get; } = canReturnGlobal;
|
|
public bool Result { get; set; }
|
|
}
|
|
}
|