Files
tbd-station-14/Content.Shared/Mind/MindComponent.cs
Errant 46d58bf22a Role Types (#33420)
* mindcomponent namespace

* wip MindRole stuff

* admin player tab

* mindroletype comment

* mindRolePrototype redesign

* broken param

* wip RoleType implementation

* basic role type switching for antags

* traitor fix

* fix AdminPanel update

* the renameningTM

* cleanup

* feature uncreeping

* roletypes on mind roles

* update MindComponent.RoleType when MindRoles change

* ghostrole configuration

* ghostrole config improvements

* live update of roleType on the character window

* logging stuff and notes

* remove thing no one asked for

* weh

* Mind Role Entities wip

* headrev count fix

* silicon stuff, cleanup

* exclusive antag config, cleanup

* jobroleadd overwerite

* logging stuff

* MindHasRole cleanup, admin log stuff

* last second cleanup

* ocd

* move roletypeprototype to its own file, minor note stuff

* remove Roletype.Created

* log stuff

* roletype setup for ghostroles and autotraitor reinforcements

* ghostrole type configs

* adjustable admin overlay

* cleanup

* fix this in its own PR

* silicon antagonist

* borg stuff

* mmi roletype handling

* spawnable borg roletype handling

* weh

* ghost role cleanup

* weh

* RoleEvent update

* polish

* log stuff

* admin overlay config

* ghostrolecomponent cleanup

* weh

* admin overlay code cleanup

* minor cleanup

* Obsolete MindRoleAddedEvent

* comment

* minor code cleanup

* MindOnDoGreeting fix

* Role update message

* fix duplicate job greeting for cyborgs

* fix emag job message dupe

* nicer-looking role type update

* crew aligned

* syndicate assault borg role fix

* fix test fail

* fix a merge mistake

* fix LoneOp role type

* Update Content.Client/Administration/AdminNameOverlay.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Roles/SharedRoleSystem.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* comment formatting

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* change logging category

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fix a space

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* use MindAddRoles

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* get MindComponent from TryGetMind

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* move var declaration outside loop

* remove TryComp

* take RoleEnum behind the barn

* don't use ensurecomp unnecessarily

* cvar comments

* toggleableghostrolecomponent documentation

* skrek

* use EntProtoId

* mindrole config

* merge baserolecomponent into basemindrolecomponent

* ai and borg silicon role tweaks

* formatting

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* I will end you (the color)

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* use LocId type for a locale id

* update RoleEvent documentation

* update RoleEvent documentation

* remove obsolete MindRoleAddedEvent

* refine MindRolesUpdate()

* use dependency

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* inject dependency

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* roleType.Name no longer required

* reformatted draw code logic

* GhostRoleMarkerRoleComponent comment

* minor SharedRoleSystem cleanup

* StartingMindRoleComponent, unhardcode roundstart silicon

* Update Content.Shared/Roles/SharedRoleSystem.cs

* remove a whitespace

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-01-11 22:17:26 +01:00

119 lines
4.5 KiB
C#

using Content.Shared.GameTicking;
using Content.Shared.Mind.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Shared.Mind;
/// <summary>
/// This component stores information about a player/mob mind. The component will be attached to a mind-entity
/// which is stored in null-space. The entity that is currently "possessed" by the mind will have a
/// <see cref="MindContainerComponent"/>.
/// </summary>
/// <remarks>
/// Roles are attached as components on the mind-entity entity.
/// Think of it like this: if a player is supposed to have their memories,
/// their mind follows along.
///
/// Things such as respawning do not follow, because you're a new character.
/// Getting borged, cloned, turned into a catbeast, etc... will keep it following you.
///
/// Minds are stored in null-space, and are thus generally not set to players unless that player is the owner
/// of the mind. As a result it should be safe to network "secret" information like roles & objectives
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class MindComponent : Component
{
[DataField, AutoNetworkedField]
public List<EntityUid> Objectives = new();
/// <summary>
/// The session ID of the player owning this mind.
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public NetUserId? UserId { get; set; }
/// <summary>
/// The session ID of the original owner, if any.
/// May end up used for round-end information (as the owner may have abandoned Mind since)
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public NetUserId? OriginalOwnerUserId { get; set; }
/// <summary>
/// The first entity that this mind controlled. Used for round end information.
/// Might be relevant if the player has ghosted since.
/// </summary>
[AutoNetworkedField]
public NetEntity? OriginalOwnedEntity; // TODO WeakEntityReference make this a Datafield again
// This is a net entity, because this field currently does not get set to null when this entity is deleted.
// This is a lazy way to ensure that people check that the entity still exists.
// TODO MIND Fix this properly by adding an OriginalMindContainerComponent or something like that.
[ViewVariables]
public bool IsVisitingEntity => VisitingEntity != null;
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public EntityUid? VisitingEntity { get; set; }
[ViewVariables]
public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity;
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public string? CharacterName { get; set; }
/// <summary>
/// The time of death for this Mind.
/// Can be null - will be null if the Mind is not considered "dead".
/// </summary>
[DataField]
public TimeSpan? TimeOfDeath { get; set; }
/// <summary>
/// The entity currently owned by this mind.
/// Can be null.
/// </summary>
[DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public EntityUid? OwnedEntity { get; set; }
/// <summary>
/// An enumerable over all the objective entities this mind has.
/// </summary>
[ViewVariables, Obsolete("Use Objectives field")]
public IEnumerable<EntityUid> AllObjectives => Objectives;
/// <summary>
/// Prevents user from ghosting out
/// </summary>
[DataField]
public bool PreventGhosting { get; set; }
/// <summary>
/// Prevents user from suiciding
/// </summary>
[DataField]
public bool PreventSuicide { get; set; }
/// <summary>
/// Mind Role Entities belonging to this Mind
/// </summary>
[DataField, AutoNetworkedField]
public List<EntityUid> MindRoles = new List<EntityUid>();
/// <summary>
/// The mind's current antagonist/special role, or lack thereof;
/// </summary>
[DataField, AutoNetworkedField]
public ProtoId<RoleTypePrototype> RoleType = "Neutral";
/// <summary>
/// The session of the player owning this mind.
/// Can be null, in which case the player is currently not logged in.
/// </summary>
[ViewVariables, Access(typeof(SharedMindSystem), typeof(SharedGameTicker))]
// TODO remove this after moving IPlayerManager functions to shared
public ICommonSession? Session { get; set; }
}