Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/MindComponent.cs
2020-05-03 11:25:39 +02:00

137 lines
4.7 KiB
C#

using Content.Server.GameObjects.Components.Observer;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Mobs;
using Content.Server.Players;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Timers;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Mobs
{
/// <summary>
/// Stores a <see cref="Server.Mobs.Mind"/> on a mob.
/// </summary>
[RegisterComponent]
public class MindComponent : Component, IExamine
{
private bool _showExamineInfo = false;
/// <inheritdoc />
public override string Name => "Mind";
/// <summary>
/// The mind controlling this mob. Can be null.
/// </summary>
[ViewVariables]
public Mind Mind { get; private set; }
/// <summary>
/// True if we have a mind, false otherwise.
/// </summary>
[ViewVariables]
public bool HasMind => Mind != null;
/// <summary>
/// Whether examining should show information about the mind or not.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool ShowExamineInfo
{
get => _showExamineInfo;
set => _showExamineInfo = value;
}
/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalEjectMind()
{
Mind = null;
}
/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalAssignMind(Mind value)
{
Mind = value;
}
protected override void Shutdown()
{
base.Shutdown();
if (HasMind)
{
var visiting = Mind.VisitingEntity;
if (visiting != null)
{
if (visiting.TryGetComponent(out GhostComponent ghost))
{
ghost.CanReturnToBody = false;
}
Mind.TransferTo(visiting);
}
else
{
var spawnPosition = Owner.Transform.GridPosition;
Timer.Spawn(0, () =>
{
// Async this so that we don't throw if the grid we're on is being deleted.
var mapMan = IoCManager.Resolve<IMapManager>();
if (!mapMan.GridExists(spawnPosition.GridID))
{
spawnPosition = IoCManager.Resolve<IGameTicker>().GetObserverSpawnPoint();
}
var ghost = Owner.EntityManager.SpawnEntity("MobObserver", spawnPosition);
ghost.Name = Mind.CharacterName;
var ghostComponent = ghost.GetComponent<GhostComponent>();
ghostComponent.CanReturnToBody = false;
Mind.TransferTo(ghost);
});
}
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _showExamineInfo, "show_examine_info", false);
}
public void Examine(FormattedMessage message)
{
if (!ShowExamineInfo)
return;
var dead = false;
if(Owner.TryGetComponent<SpeciesComponent>(out var species))
if (species.CurrentDamageState is DeadState)
dead = true;
// TODO: Use gendered pronouns depending on the entity
if(!HasMind)
message.AddMarkup(!dead
? $"[color=red]They are totally catatonic. The stresses of life in deep-space must have been too much for them. Any recovery is unlikely.[/color]"
: $"[color=purple]Their soul has departed.[/color]");
else if(Mind.Session == null)
message.AddMarkup("[color=yellow]They have a blank, absent-minded stare and appears completely unresponsive to anything. They may snap out of it soon.[/color]");
}
}
}