Files
tbd-station-14/Content.Server/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

240 lines
6.7 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Mobs;
using Content.Server.Mobs.Roles;
using Content.Server.Mobs.Roles.Suspicion;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Suspicion;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Suspicion
{
[RegisterComponent]
public class SuspicionRoleComponent : SharedSuspicionRoleComponent, IExamine
{
private Role? _role;
private readonly HashSet<SuspicionRoleComponent> _allies = new HashSet<SuspicionRoleComponent>();
[ViewVariables]
public Role? Role
{
get => _role;
set
{
if (_role == value)
{
return;
}
_role = value;
Dirty();
var suspicionRoleSystem = EntitySystem.Get<SuspicionRoleSystem>();
if (value == null || !value.Antagonist)
{
ClearAllies();
suspicionRoleSystem.RemoveTraitor(this);
}
else if (value.Antagonist)
{
SetAllies(suspicionRoleSystem.Traitors);
suspicionRoleSystem.AddTraitor(this);
}
}
}
[ViewVariables] public bool KnowsAllies => IsTraitor();
public bool IsDead()
{
return Owner.TryGetComponent(out IDamageableComponent? damageable) &&
damageable.CurrentState == DamageState.Dead;
}
public bool IsInnocent()
{
return Owner.TryGetComponent(out MindComponent? mind) &&
mind.HasMind &&
mind.Mind!.HasRole<SuspicionInnocentRole>();
}
public bool IsTraitor()
{
return Owner.TryGetComponent(out MindComponent? mind) &&
mind.HasMind &&
mind.Mind!.HasRole<SuspicionTraitorRole>();
}
public void SyncRoles()
{
if (!Owner.TryGetComponent(out MindComponent? mind) ||
!mind.HasMind)
{
return;
}
Role = mind.Mind!.AllRoles.First(role => role is SuspicionRole);
}
public void AddAlly(SuspicionRoleComponent ally)
{
if (ally == this)
{
return;
}
_allies.Add(ally);
if (KnowsAllies && Owner.TryGetComponent(out IActorComponent? actor))
{
var channel = actor.playerSession.ConnectedClient;
DebugTools.AssertNotNull(channel);
var message = new SuspicionAllyAddedMessage(ally.Owner.Uid);
SendNetworkMessage(message, channel);
}
}
public bool RemoveAlly(SuspicionRoleComponent ally)
{
if (ally == this)
{
return false;
}
if (_allies.Remove(ally))
{
if (KnowsAllies && Owner.TryGetComponent(out IActorComponent? actor))
{
var channel = actor.playerSession.ConnectedClient;
DebugTools.AssertNotNull(channel);
var message = new SuspicionAllyRemovedMessage(ally.Owner.Uid);
SendNetworkMessage(message, channel);
}
return true;
}
return false;
}
public void SetAllies(IEnumerable<SuspicionRoleComponent> allies)
{
_allies.Clear();
foreach (var ally in allies)
{
if (ally == this)
{
continue;
}
_allies.Add(ally);
}
if (!KnowsAllies ||
!Owner.TryGetComponent(out IActorComponent? actor))
{
return;
}
var channel = actor.playerSession.ConnectedClient;
DebugTools.AssertNotNull(channel);
var message = new SuspicionAlliesMessage(_allies.Select(role => role.Owner.Uid));
SendNetworkMessage(message, channel);
}
public void ClearAllies()
{
_allies.Clear();
if (!KnowsAllies ||
!Owner.TryGetComponent(out IActorComponent? actor))
{
return;
}
var channel = actor.playerSession.ConnectedClient;
DebugTools.AssertNotNull(channel);
var message = new SuspicionAlliesClearedMessage();
SendNetworkMessage(message, channel);
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
if (!IsDead())
{
return;
}
var traitor = IsTraitor();
var color = traitor ? "red" : "green";
var role = traitor ? "traitor" : "innocent";
var article = traitor ? "a" : "an";
var tooltip = Loc.GetString("They were {0} [color={1}]{2}[/color]!", Loc.GetString(article), color,
Loc.GetString(role));
message.AddMarkup(tooltip);
}
public override void OnRemove()
{
Role = null;
base.OnRemove();
}
public override ComponentState GetComponentState()
{
return Role == null
? new SuspicionRoleComponentState(null, null)
: new SuspicionRoleComponentState(Role?.Name, Role?.Antagonist);
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
if (!(message is RoleMessage msg) ||
!(msg.Role is SuspicionRole role))
{
return;
}
switch (message)
{
case PlayerAttachedMsg _:
case PlayerDetachedMsg _:
SyncRoles();
break;
case RoleAddedMessage _:
Role = role;
break;
case RoleRemovedMessage _:
Role = null;
break;
}
}
}
}