387 lines
14 KiB
C#
387 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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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.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.MobState.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Network;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Mind
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{
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/// <summary>
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/// A mind represents the IC "mind" of a player. Stores roles currently.
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/// </summary>
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/// <remarks>
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/// Think of it like this: if a player is supposed to have their memories,
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/// their mind follows along.
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///
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/// Things such as respawning do not follow, because you're a new character.
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/// Getting borged, cloned, turned into a catbeast, etc... will keep it following you.
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/// </remarks>
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public sealed class Mind
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{
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private readonly ISet<Role> _roles = new HashSet<Role>();
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private readonly List<Objective> _objectives = new();
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/// <summary>
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/// Creates the new mind attached to a specific player session.
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/// </summary>
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/// <param name="userId">The session ID of the owning player.</param>
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public Mind(NetUserId userId)
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{
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UserId = userId;
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}
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// TODO: This session should be able to be changed, probably.
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/// <summary>
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/// The session ID of the player owning this mind.
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/// </summary>
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[ViewVariables]
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public NetUserId? UserId { get; private set; }
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[ViewVariables]
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public bool IsVisitingEntity => VisitingEntity != null;
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[ViewVariables]
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public IEntity? VisitingEntity { get; private set; }
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[ViewVariables] public IEntity? CurrentEntity => VisitingEntity ?? OwnedEntity;
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[ViewVariables(VVAccess.ReadWrite)]
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public string? CharacterName { get; set; }
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/// <summary>
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/// The time of death for this Mind.
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/// Can be null - will be null if the Mind is not considered "dead".
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/// </summary>
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[ViewVariables] public TimeSpan? TimeOfDeath { get; set; } = null;
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/// <summary>
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/// The component currently owned by this mind.
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/// Can be null.
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/// </summary>
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[ViewVariables]
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public MindComponent? OwnedComponent { get; private set; }
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/// <summary>
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/// The entity currently owned by this mind.
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/// Can be null.
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/// </summary>
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[ViewVariables]
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public IEntity? OwnedEntity => OwnedComponent?.Owner;
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/// <summary>
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/// An enumerable over all the roles this mind has.
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/// </summary>
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[ViewVariables]
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public IEnumerable<Role> AllRoles => _roles;
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/// <summary>
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/// An enumerable over all the objectives this mind has.
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/// </summary>
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[ViewVariables]
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public IEnumerable<Objective> AllObjectives => _objectives;
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/// <summary>
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/// The session of the player owning this mind.
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/// Can be null, in which case the player is currently not logged in.
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/// </summary>
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[ViewVariables]
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public IPlayerSession? Session
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{
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get
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{
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if (!UserId.HasValue)
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{
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return null;
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}
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var playerMgr = IoCManager.Resolve<IPlayerManager>();
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playerMgr.TryGetSessionById(UserId.Value, out var ret);
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return ret;
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}
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}
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/// <summary>
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/// True if this Mind is 'sufficiently dead' IC (objectives, endtext).
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/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
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/// "If administrators decide that zombies are dead, this returns true for zombies."
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/// (Maybe you were looking for the action blocker system?)
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/// </summary>
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[ViewVariables]
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public bool CharacterDeadIC => CharacterDeadPhysically;
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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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[ViewVariables]
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public bool CharacterDeadPhysically
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{
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get
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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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// This can be null if they're deleted (spike / brain nom)
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if (OwnedEntity == null)
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return true;
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var targetMobState = OwnedEntity.GetComponentOrNull<MobStateComponent>();
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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 targetMobState.IsDead();
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}
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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="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 Role AddRole(Role role)
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{
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if (_roles.Contains(role))
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{
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throw new ArgumentException($"We already have this role: {role}");
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}
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_roles.Add(role);
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role.Greet();
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var message = new RoleAddedEvent(role);
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OwnedEntity?.EntityManager.EventBus.RaiseLocalEvent(OwnedEntity.Uid, message);
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return role;
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}
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/// <summary>
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/// Removes a role from this mind.
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/// </summary>
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/// <param name="role">The type of the role to remove.</param>
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/// <exception cref="ArgumentException">
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/// Thrown if we do not have this role.
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/// </exception>
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public void RemoveRole(Role role)
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{
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if (!_roles.Contains(role))
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{
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throw new ArgumentException($"We do not have this role: {role}");
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}
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_roles.Remove(role);
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var message = new RoleRemovedEvent(role);
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OwnedEntity?.EntityManager.EventBus.RaiseLocalEvent(OwnedEntity.Uid, message);
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}
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public bool HasRole<T>() where T : Role
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{
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var t = typeof(T);
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return _roles.Any(role => role.GetType() == t);
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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(ObjectivePrototype objectivePrototype)
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{
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if (!objectivePrototype.CanBeAssigned(this))
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return false;
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var objective = objectivePrototype.GetObjective(this);
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if (_objectives.Contains(objective))
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return false;
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_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(int index)
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{
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if (_objectives.Count >= index) return false;
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var objective = _objectives[index];
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_objectives.Remove(objective);
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return true;
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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="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(IEntity? entity, bool ghostCheckOverride = false)
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{
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MindComponent? component = null;
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var alreadyAttached = false;
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if (entity != null)
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{
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if (!entity.TryGetComponent(out component))
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{
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component = entity.AddComponent<MindComponent>();
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}
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else if (component.HasMind)
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{
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EntitySystem.Get<GameTicker>().OnGhostAttempt(component.Mind!, false);
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}
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if (entity.TryGetComponent(out ActorComponent? actor))
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{
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// Happens when transferring to your currently visited entity.
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if (actor.PlayerSession != 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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OwnedComponent?.InternalEjectMind();
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OwnedComponent = component;
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OwnedComponent?.InternalAssignMind(this);
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if (IsVisitingEntity
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&& (ghostCheckOverride // to force mind transfer, for example from ControlMobVerb
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|| !VisitingEntity!.TryGetComponent(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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VisitingEntity = null;
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}
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// Player is CURRENTLY connected.
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if (Session != null && !alreadyAttached && VisitingEntity == null)
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{
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Session.AttachToEntity(entity);
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Logger.Info($"Session {Session.Name} transferred to entity {entity}.");
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}
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}
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public void RemoveOwningPlayer()
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{
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UserId = null;
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}
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public void ChangeOwningPlayer(NetUserId? newOwner)
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{
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var playerMgr = IoCManager.Resolve<IPlayerManager>();
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PlayerData? newOwnerData = null;
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if (newOwner.HasValue)
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{
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if (!playerMgr.TryGetPlayerData(newOwner.Value, out var uncast))
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{
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// This restriction is because I'm too lazy to initialize the player data
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// for a client that hasn't logged in yet.
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// Go ahead and remove it if you need.
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throw new ArgumentException("new owner must have previously logged into the server.");
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}
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newOwnerData = uncast.ContentData();
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}
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// Make sure to remove control from our old owner if they're logged in.
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var oldSession = Session;
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oldSession?.AttachToEntity(null);
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if (UserId.HasValue)
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{
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var data = playerMgr.GetPlayerData(UserId.Value).ContentData();
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DebugTools.AssertNotNull(data);
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data!.Mind = null;
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}
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UserId = newOwner;
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if (!newOwner.HasValue)
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{
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return;
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}
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// Yank new owner out of their old mind too.
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// Can I mention how much I love the word yank?
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DebugTools.AssertNotNull(newOwnerData);
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newOwnerData!.Mind?.ChangeOwningPlayer(null);
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newOwnerData.Mind = this;
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}
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public void Visit(IEntity entity)
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{
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Session?.AttachToEntity(entity);
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VisitingEntity = entity;
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var comp = entity.AddComponent<VisitingMindComponent>();
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comp.Mind = this;
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Logger.Info($"Session {Session?.Name} visiting entity {entity}.");
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}
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public void UnVisit()
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{
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if (!IsVisitingEntity)
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{
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return;
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}
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Session?.AttachToEntity(OwnedEntity);
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var oldVisitingEnt = VisitingEntity;
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// Null this before removing the component to avoid any infinite loops.
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VisitingEntity = null;
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DebugTools.AssertNotNull(oldVisitingEnt);
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if (oldVisitingEnt!.HasComponent<VisitingMindComponent>())
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{
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oldVisitingEnt.RemoveComponent<VisitingMindComponent>();
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}
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oldVisitingEnt.EntityManager.EventBus.RaiseLocalEvent(oldVisitingEnt.Uid, new MindUnvisitedMessage());
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}
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public bool TryGetSession([NotNullWhen(true)] out IPlayerSession? session)
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{
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return (session = Session) != null;
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}
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}
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}
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