HOTFIX spider clan charges can be armed again (#32866) * fix ninja bomb component check * remove TryGetRole
564 lines
19 KiB
C#
564 lines
19 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Administration.Logs;
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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.Humanoid;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mind.Components;
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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.Objectives.Systems;
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using Content.Shared.Players;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Shared.Mind;
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public abstract class SharedMindSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
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[Dependency] private readonly SharedPlayerSystem _player = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[ViewVariables]
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protected readonly Dictionary<NetUserId, EntityUid> 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<VisitingMindComponent, EntityTerminatingEvent>(OnVisitingTerminating);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
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SubscribeLocalEvent<MindComponent, ComponentStartup>(OnMindStartup);
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SubscribeLocalEvent<MindComponent, EntityRenamedEvent>(OnRenamed);
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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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private void OnMindStartup(EntityUid uid, MindComponent component, ComponentStartup args)
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{
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if (component.UserId == null)
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return;
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if (UserMinds.TryAdd(component.UserId.Value, uid))
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return;
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var existing = UserMinds[component.UserId.Value];
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if (existing == uid)
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return;
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if (!Exists(existing))
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{
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Log.Error($"Found deleted entity in mind dictionary while initializing mind {ToPrettyString(uid)}");
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UserMinds[component.UserId.Value] = uid;
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return;
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}
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Log.Error($"Encountered a user {component.UserId} that is already assigned to a mind while initializing mind {ToPrettyString(uid)}. Ignoring user field.");
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component.UserId = null;
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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 virtual void WipeAllMinds()
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{
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Log.Info($"Wiping all minds");
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foreach (var mind in UserMinds.Values.ToArray())
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{
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WipeMind(mind);
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}
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if (UserMinds.Count == 0)
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return;
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foreach (var mind in UserMinds.Values)
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{
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if (Exists(mind))
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Log.Error($"Failed to wipe mind: {ToPrettyString(mind)}");
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}
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UserMinds.Clear();
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}
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public EntityUid? GetMind(NetUserId user)
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{
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TryGetMind(user, out var mind, out _);
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return mind;
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}
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public virtual bool TryGetMind(NetUserId user, [NotNullWhen(true)] out EntityUid? mindId, [NotNullWhen(true)] out MindComponent? mind)
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{
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if (UserMinds.TryGetValue(user, out var mindIdValue) &&
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TryComp(mindIdValue, out mind))
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{
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DebugTools.Assert(mind.UserId == user);
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mindId = mindIdValue;
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return true;
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}
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mindId = null;
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mind = null;
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return false;
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}
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public bool TryGetMind(NetUserId user, [NotNullWhen(true)] out Entity<MindComponent>? mind)
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{
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if (!TryGetMind(user, out var mindId, out var mindComp))
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{
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mind = null;
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return false;
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}
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mind = (mindId.Value, mindComp);
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return true;
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}
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public Entity<MindComponent> GetOrCreateMind(NetUserId user)
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{
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if (!TryGetMind(user, out var mind))
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mind = CreateMind(user);
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return mind.Value;
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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.MindId != null)
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UnVisit(component.MindId.Value);
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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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// TODO predict we can't right now because session stuff isnt networked
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if (_net.IsClient)
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return;
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var dead = _mobState.IsDead(uid);
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var hasUserId = CompOrNull<MindComponent>(mindContainer.Mind)?.UserId;
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var hasSession = CompOrNull<MindComponent>(mindContainer.Mind)?.Session;
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if (dead && hasUserId == null)
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args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-dead-and-irrecoverable", ("ent", uid))}[/color]");
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else if (dead && hasSession == null)
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args.PushMarkup($"[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($"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", uid))}[/color]");
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else if (hasUserId == null)
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args.PushMarkup($"[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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/// <summary>
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/// Checks to see if the user's mind prevents them from suicide
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/// Handles the suicide event without killing the user if true
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/// </summary>
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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 (TryComp(component.Mind, out MindComponent? mind) && mind.PreventSuicide)
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args.Handled = true;
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}
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private void OnRenamed(Entity<MindComponent> ent, ref EntityRenamedEvent args)
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{
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ent.Comp.CharacterName = args.NewName;
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Dirty(ent);
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}
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public EntityUid? 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 Entity<MindComponent> CreateMind(NetUserId? userId, string? name = null)
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{
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var mindId = Spawn(null, MapCoordinates.Nullspace);
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_metadata.SetEntityName(mindId, name == null ? "mind" : $"mind ({name})");
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var mind = EnsureComp<MindComponent>(mindId);
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mind.CharacterName = name;
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SetUserId(mindId, userId, mind);
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return (mindId, 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(MindComponent 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 _mobState.IsDead(mind.OwnedEntity.Value, targetMobState);
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}
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public virtual void Visit(EntityUid mindId, EntityUid entity, MindComponent? mind = null)
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{
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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 virtual void UnVisit(EntityUid mindId, MindComponent? mind = null)
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{
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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(ICommonSession? player)
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{
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if (player == null || !TryGetMind(player, out var mindId, out var mind))
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return;
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UnVisit(mindId, mind);
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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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protected void RemoveVisitingEntity(EntityUid mindId, MindComponent 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.MindId = null;
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RemCompDeferred(oldVisitingEnt, visitComp);
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}
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Dirty(mindId, mind);
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RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage(), true);
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}
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public void WipeMind(ICommonSession player)
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{
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var mind = _player.ContentData(player)?.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(EntityUid? mindId, MindComponent? mind = null)
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{
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if (mindId == null || !Resolve(mindId.Value, ref mind, false))
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return;
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TransferTo(mindId.Value, null, createGhost:false, mind: mind);
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SetUserId(mindId.Value, null, mind: mind);
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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="mindId">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 controlled by another player.
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/// </exception>
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public virtual void TransferTo(EntityUid mindId, EntityUid? entity, bool ghostCheckOverride = false, bool createGhost = true, MindComponent? mind = null)
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{
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}
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public virtual void ControlMob(EntityUid user, EntityUid target) {}
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public virtual void ControlMob(NetUserId user, EntityUid target) {}
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/// <summary>
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/// Tries to create and add an objective from its prototype id.
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/// </summary>
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/// <returns>Returns true if adding the objective succeeded.</returns>
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public bool TryAddObjective(EntityUid mindId, MindComponent mind, string proto)
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{
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var objective = _objectives.TryCreateObjective(mindId, mind, proto);
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if (objective == null)
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return false;
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AddObjective(mindId, mind, objective.Value);
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return true;
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}
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/// <summary>
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/// Adds an objective that already exists, and is assumed to have had its requirements checked.
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/// </summary>
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public void AddObjective(EntityUid mindId, MindComponent mind, EntityUid objective)
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{
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var title = Name(objective);
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_adminLogger.Add(LogType.Mind, LogImpact.Low, $"Objective {objective} ({title}) added to mind of {MindOwnerLoggingString(mind)}");
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mind.Objectives.Add(objective);
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}
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/// <summary>
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/// Removes an objective from 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(EntityUid mindId, MindComponent mind, int index)
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{
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if (index < 0 || index >= mind.Objectives.Count)
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return false;
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var objective = mind.Objectives[index];
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var title = Name(objective);
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_adminLogger.Add(LogType.Mind, LogImpact.Low, $"Objective {objective} ({title}) removed from the mind of {MindOwnerLoggingString(mind)}");
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mind.Objectives.Remove(objective);
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Del(objective);
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return true;
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}
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public bool TryGetObjectiveComp<T>(EntityUid uid, [NotNullWhen(true)] out T? objective) where T : IComponent
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{
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if (TryGetMind(uid, out var mindId, out var mind) && TryGetObjectiveComp(mindId, out objective, mind))
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{
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return true;
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}
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objective = default;
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return false;
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}
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public bool TryGetObjectiveComp<T>(EntityUid mindId, [NotNullWhen(true)] out T? objective, MindComponent? mind = null) where T : IComponent
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{
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if (Resolve(mindId, ref mind))
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{
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var query = GetEntityQuery<T>();
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foreach (var uid in mind.Objectives)
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{
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if (query.TryGetComponent(uid, out objective))
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{
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return true;
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}
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}
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}
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objective = default;
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return false;
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}
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/// <summary>
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/// Tries to find an objective that has the same prototype as the argument.
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/// </summary>
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/// <remarks>
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/// Will not work for objectives that have no prototype, or duplicate objectives with the same prototype.
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/// <//remarks>
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public bool TryFindObjective(Entity<MindComponent?> mind, string prototype, [NotNullWhen(true)] out EntityUid? objective)
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{
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objective = null;
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if (!Resolve(mind, ref mind.Comp))
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return false;
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foreach (var uid in mind.Comp.Objectives)
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{
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if (MetaData(uid).EntityPrototype?.ID == prototype)
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{
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objective = uid;
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return true;
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}
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}
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return false;
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}
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public bool TryGetSession(EntityUid? mindId, [NotNullWhen(true)] out ICommonSession? session)
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{
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session = null;
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return TryComp(mindId, out MindComponent? mind) && (session = mind.Session) != null;
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}
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/// <summary>
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/// Gets a mind from uid and/or MindContainerComponent. Used for null checks.
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/// </summary>
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/// <param name="uid">Entity UID that owns the mind.</param>
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/// <param name="mindId">The mind id.</param>
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/// <param name="mind">The returned mind.</param>
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/// <param name="container">Mind component on <paramref name="uid"/> to get the mind from.</param>
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/// <returns>True if mind found. False if not.</returns>
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public bool TryGetMind(
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EntityUid uid,
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out EntityUid mindId,
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[NotNullWhen(true)] out MindComponent? mind,
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MindContainerComponent? container = null,
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VisitingMindComponent? visitingmind = null)
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{
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mindId = default;
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mind = null;
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if (!Resolve(uid, ref container, false))
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return false;
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if (!container.HasMind)
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{
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// The container has no mind. Check for a visiting mind...
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if (!Resolve(uid, ref visitingmind, false))
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return false;
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mindId = visitingmind.MindId ?? default;
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return TryComp(mindId, out mind);
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}
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mindId = container.Mind ?? default;
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return TryComp(mindId, out mind);
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}
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// TODO MIND make this return a nullable EntityUid or Entity<MindComponent>
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public bool TryGetMind(
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ICommonSession? player,
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out EntityUid mindId,
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[NotNullWhen(true)] out MindComponent? mind)
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{
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if (player == null)
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{
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mindId = default;
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mind = null;
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return false;
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}
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if (TryGetMind(player.UserId, out var mindUid, out mind))
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{
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mindId = mindUid.Value;
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return true;
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}
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mindId = default;
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return false;
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}
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/// <summary>
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/// Sets the Mind's UserId, Session, and updates the player's PlayerData. This should have no direct effect on the
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/// entity that any mind is connected to, except as a side effect of the fact that it may change a player's
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/// attached entity. E.g., ghosts get deleted.
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/// </summary>
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public virtual void SetUserId(EntityUid mindId, NetUserId? userId, MindComponent? mind = null)
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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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public bool IsCharacterDeadIc(MindComponent mind)
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{
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if (mind.OwnedEntity is { } owned)
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{
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var ev = new GetCharactedDeadIcEvent(null);
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RaiseLocalEvent(owned, ref ev);
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if (ev.Dead != null)
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return ev.Dead.Value;
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}
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return IsCharacterDeadPhysically(mind);
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}
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/// <summary>
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/// A string to represent the mind for logging
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/// </summary>
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public string MindOwnerLoggingString(MindComponent mind)
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{
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if (mind.OwnedEntity != null)
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return ToPrettyString(mind.OwnedEntity.Value);
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if (mind.UserId != null)
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return mind.UserId.Value.ToString();
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return "(originally " + mind.OriginalOwnerUserId + ")";
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}
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public string? GetCharacterName(NetUserId userId)
|
|
{
|
|
return TryGetMind(userId, out _, out var mind) ? mind.CharacterName : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a list of every living humanoid player's minds, except for a single one which is exluded.
|
|
/// </summary>
|
|
public List<EntityUid> GetAliveHumansExcept(EntityUid exclude)
|
|
{
|
|
var mindQuery = EntityQuery<MindComponent>();
|
|
|
|
var allHumans = new List<EntityUid>();
|
|
// HumanoidAppearanceComponent is used to prevent mice, pAIs, etc from being chosen
|
|
var query = EntityQueryEnumerator<MindContainerComponent, MobStateComponent, HumanoidAppearanceComponent>();
|
|
while (query.MoveNext(out var uid, out var mc, out var mobState, out _))
|
|
{
|
|
// the player needs to have a mind and not be the excluded one
|
|
if (mc.Mind == null || mc.Mind == exclude)
|
|
continue;
|
|
|
|
// the player has to be alive
|
|
if (_mobState.IsAlive(uid, mobState))
|
|
allHumans.Add(mc.Mind.Value);
|
|
}
|
|
|
|
return allHumans;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity to determine whether or not they are "dead" in IC-logic.
|
|
/// If not handled, then it will simply check if they are dead physically.
|
|
/// </summary>
|
|
/// <param name="Dead"></param>
|
|
[ByRefEvent]
|
|
public record struct GetCharactedDeadIcEvent(bool? Dead);
|