mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-08 07:17:28 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
709 lines
25 KiB
C#
709 lines
25 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared._DV.Mind; // DeltaV
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using Content.Shared._EE.Silicon.Components; // Goobstation
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Emoting;
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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.Movement.Components;
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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 Content.Shared.Speech;
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using Content.Shared.Whitelist;
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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 partial 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 ISharedPlayerManager _playerManager = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelist = 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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InitializeRelay();
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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: Move this out of the SharedMindSystem into its own comp and predict it
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if (_net.IsClient)
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return;
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// Begin DeltaV Addition
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var ev = new ShowSSDIndicatorEvent();
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RaiseLocalEvent(uid, ref ev);
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if (ev.Hidden)
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return;
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// End DeltaV Addition
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var dead = _mobState.IsDead(uid);
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var mind = CompOrNull<MindComponent>(mindContainer.Mind);
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var hasUserId = mind?.UserId;
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var hasActiveSession = hasUserId != null && _playerManager.ValidSessionId(hasUserId.Value);
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// Scenarios:
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// 1. Dead + No User ID: Entity is permanently dead with no player ever attached
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// 2. Dead + Has User ID + No Session: Player died and disconnected
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// 3. Dead + Has Session: Player is dead but still connected
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// 4. Alive + No User ID: Entity was never controlled by a player
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// 5. Alive + No Session: Player disconnected while alive (SSD)
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if (dead && hasUserId == null)
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args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-dead-and-irrecoverable", ("ent", uid))}[/color]");
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else if (dead && !hasActiveSession)
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args.PushMarkup($"[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 (!hasActiveSession)
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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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/// <summary>
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/// True if the OwnedEntity of this mind is physically unrevivable.
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/// This is mainly to check whether a mind is able to inherit their "original" character again without the need for creating a new one.
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/// In cases of being a brain, being borged or a zombie they are "unrevivable"
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/// </summary>
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public bool IsCharacterUnrevivablePhysically(MindComponent mind)
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{
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if (mind.OwnedEntity == null)
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return true;
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// This entity cannot be dead, alive or crit, so it makes sense it cannot be revived to begin with.
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if (!HasComp<MobStateComponent>(mind.OwnedEntity))
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return true;
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// Could use checks for the amount of damage they have, but with chemistry you can never tell what damage means someone is truly "unrevivable".
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return false;
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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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}
|
|
|
|
public void WipeMind(ICommonSession player)
|
|
{
|
|
var mind = _player.ContentData(player)?.Mind;
|
|
DebugTools.Assert(GetMind(player.UserId) == mind);
|
|
WipeMind(mind);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detaches a mind from all entities and clears the user ID.
|
|
/// </summary>
|
|
public void WipeMind(EntityUid? mindId, MindComponent? mind = null)
|
|
{
|
|
if (mindId == null || !Resolve(mindId.Value, ref mind, false))
|
|
return;
|
|
|
|
TransferTo(mindId.Value, null, createGhost:false, mind: mind);
|
|
SetUserId(mindId.Value, null, mind: mind);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transfer this mind's control over to a new entity.
|
|
/// </summary>
|
|
/// <param name="mindId">The mind to transfer</param>
|
|
/// <param name="entity">
|
|
/// The entity to control.
|
|
/// Can be null, in which case it will simply detach the mind from any entity.
|
|
/// </param>
|
|
/// <param name="ghostCheckOverride">
|
|
/// If true, skips ghost check for Visiting Entity
|
|
/// </param>
|
|
/// <exception cref="ArgumentException">
|
|
/// Thrown if <paramref name="entity"/> is already controlled by another player.
|
|
/// </exception>
|
|
public virtual void TransferTo(EntityUid mindId, EntityUid? entity, bool ghostCheckOverride = false, bool createGhost = true, MindComponent? mind = null)
|
|
{
|
|
}
|
|
|
|
public virtual void ControlMob(EntityUid user, EntityUid target) {}
|
|
|
|
public virtual void ControlMob(NetUserId user, EntityUid target) {}
|
|
|
|
/// <summary>
|
|
/// Tries to create and add an objective from its prototype id.
|
|
/// </summary>
|
|
/// <returns>Returns true if adding the objective succeeded.</returns>
|
|
public bool TryAddObjective(EntityUid mindId, MindComponent mind, string proto)
|
|
{
|
|
var objective = _objectives.TryCreateObjective(mindId, mind, proto);
|
|
if (objective == null)
|
|
return false;
|
|
|
|
AddObjective(mindId, mind, objective.Value);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds an objective that already exists, and is assumed to have had its requirements checked.
|
|
/// </summary>
|
|
public void AddObjective(EntityUid mindId, MindComponent mind, EntityUid objective)
|
|
{
|
|
var title = Name(objective);
|
|
_adminLogger.Add(LogType.Mind, LogImpact.Low, $"Objective {objective} ({title}) added to mind of {MindOwnerLoggingString(mind)}");
|
|
mind.Objectives.Add(objective);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes an objective from this mind.
|
|
/// </summary>
|
|
/// <returns>Returns true if the removal succeeded.</returns>
|
|
public bool TryRemoveObjective(EntityUid mindId, MindComponent mind, int index)
|
|
{
|
|
if (index < 0 || index >= mind.Objectives.Count)
|
|
return false;
|
|
|
|
var objective = mind.Objectives[index];
|
|
|
|
var title = Name(objective);
|
|
_adminLogger.Add(LogType.Mind, LogImpact.Low, $"Objective {objective} ({title}) removed from the mind of {MindOwnerLoggingString(mind)}");
|
|
mind.Objectives.Remove(objective);
|
|
|
|
// garbage collection - only delete the objective entity if no mind uses it anymore
|
|
// This comes up for stuff like paradox clones where the objectives share the same entity
|
|
var mindQuery = AllEntityQuery<MindComponent>();
|
|
while (mindQuery.MoveNext(out _, out var queryComp))
|
|
{
|
|
if (queryComp.Objectives.Contains(objective))
|
|
return true;
|
|
}
|
|
|
|
Del(objective);
|
|
return true;
|
|
}
|
|
|
|
public bool TryGetObjectiveComp<T>(EntityUid uid, [NotNullWhen(true)] out T? objective) where T : IComponent
|
|
{
|
|
if (TryGetMind(uid, out var mindId, out var mind) && TryGetObjectiveComp(mindId, out objective, mind))
|
|
{
|
|
return true;
|
|
}
|
|
objective = default;
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetObjectiveComp<T>(EntityUid mindId, [NotNullWhen(true)] out T? objective, MindComponent? mind = null) where T : IComponent
|
|
{
|
|
if (Resolve(mindId, ref mind))
|
|
{
|
|
var query = GetEntityQuery<T>();
|
|
foreach (var uid in mind.Objectives)
|
|
{
|
|
if (query.TryGetComponent(uid, out objective))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
objective = default;
|
|
return false;
|
|
}
|
|
|
|
// Begin DeltaV - Cosmic Cult Deconversion
|
|
public void ClearObjectives(EntityUid mind, MindComponent? comp = null)
|
|
{
|
|
if (!Resolve(mind, ref comp))
|
|
return;
|
|
|
|
foreach (var obj in comp.Objectives)
|
|
{
|
|
QueueDel(obj);
|
|
}
|
|
comp.Objectives.Clear();
|
|
Dirty(mind, comp);
|
|
}
|
|
// End DeltaV - Cosmic Cult Deconversion
|
|
|
|
/// <summary>
|
|
/// Copies objectives from one mind to another, so that they are shared between two players.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Only copies the reference to the objective entity, not the entity itself.
|
|
/// This relies on the fact that objectives are never changed after spawning them.
|
|
/// If someone ever changes that, they will have to address this.
|
|
/// </remarks>
|
|
/// <param name="source"> mind entity of the player to copy from </param>
|
|
/// <param name="target"> mind entity of the player to copy to </param>
|
|
/// <param name="except"> whitelist for objectives that should be copied </param>
|
|
/// <param name="except"> blacklist for objectives that should not be copied </param>
|
|
public void CopyObjectives(Entity<MindComponent?> source, Entity<MindComponent?> target, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
|
|
{
|
|
if (!Resolve(source, ref source.Comp) || !Resolve(target, ref target.Comp))
|
|
return;
|
|
|
|
foreach (var objective in source.Comp.Objectives)
|
|
{
|
|
if (target.Comp.Objectives.Contains(objective))
|
|
continue; // target already has this objective
|
|
|
|
if (_whitelist.CheckBoth(objective, blacklist, whitelist))
|
|
AddObjective(target, target.Comp, objective);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to find an objective that has the same prototype as the argument.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Will not work for objectives that have no prototype, or duplicate objectives with the same prototype.
|
|
/// <//remarks>
|
|
public bool TryFindObjective(Entity<MindComponent?> mind, string prototype, [NotNullWhen(true)] out EntityUid? objective)
|
|
{
|
|
objective = null;
|
|
if (!Resolve(mind, ref mind.Comp))
|
|
return false;
|
|
|
|
foreach (var uid in mind.Comp.Objectives)
|
|
{
|
|
if (MetaData(uid).EntityPrototype?.ID == prototype)
|
|
{
|
|
objective = uid;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a mind from uid and/or MindContainerComponent. Used for null checks.
|
|
/// </summary>
|
|
/// <param name="uid">Entity UID that owns the mind.</param>
|
|
/// <param name="mindId">The mind id.</param>
|
|
/// <param name="mind">The returned mind.</param>
|
|
/// <param name="container">Mind component on <paramref name="uid"/> to get the mind from.</param>
|
|
/// <returns>True if mind found. False if not.</returns>
|
|
public bool TryGetMind(
|
|
EntityUid uid,
|
|
out EntityUid mindId,
|
|
[NotNullWhen(true)] out MindComponent? mind,
|
|
MindContainerComponent? container = null,
|
|
VisitingMindComponent? visitingmind = null)
|
|
{
|
|
mindId = default;
|
|
mind = null;
|
|
|
|
if (!Resolve(uid, ref container, false))
|
|
return false;
|
|
|
|
if (!container.HasMind)
|
|
{
|
|
// The container has no mind. Check for a visiting mind...
|
|
if (!Resolve(uid, ref visitingmind, false))
|
|
return false;
|
|
|
|
mindId = visitingmind.MindId ?? default;
|
|
return TryComp(mindId, out mind);
|
|
}
|
|
|
|
mindId = container.Mind ?? default;
|
|
return TryComp(mindId, out mind);
|
|
}
|
|
|
|
// TODO MIND make this return a nullable EntityUid or Entity<MindComponent>
|
|
public bool TryGetMind(
|
|
ICommonSession? player,
|
|
out EntityUid mindId,
|
|
[NotNullWhen(true)] out MindComponent? mind)
|
|
{
|
|
if (player == null)
|
|
{
|
|
mindId = default;
|
|
mind = null;
|
|
return false;
|
|
}
|
|
|
|
if (TryGetMind(player.UserId, out var mindUid, out mind))
|
|
{
|
|
mindId = mindUid.Value;
|
|
return true;
|
|
}
|
|
|
|
mindId = default;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the Mind's UserId, Session, and updates the player's PlayerData. This should have no direct effect on the
|
|
/// entity that any mind is connected to, except as a side effect of the fact that it may change a player's
|
|
/// attached entity. E.g., ghosts get deleted.
|
|
/// </summary>
|
|
public virtual void SetUserId(EntityUid mindId, NetUserId? userId, MindComponent? mind = null)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// True if this Mind is 'sufficiently dead' IC (Objectives, EndText).
|
|
/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
|
|
/// "If administrators decide that zombies are dead, this returns true for zombies."
|
|
/// (Maybe you were looking for the action blocker system?)
|
|
/// </summary>
|
|
public bool IsCharacterDeadIc(MindComponent mind)
|
|
{
|
|
if (mind.OwnedEntity is { } owned)
|
|
{
|
|
var ev = new GetCharactedDeadIcEvent(null);
|
|
RaiseLocalEvent(owned, ref ev);
|
|
|
|
if (ev.Dead != null)
|
|
return ev.Dead.Value;
|
|
}
|
|
|
|
return IsCharacterDeadPhysically(mind);
|
|
}
|
|
|
|
/// <summary>
|
|
/// True if this Mind is 'sufficiently unrevivable' IC (Objectives, EndText).
|
|
/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
|
|
/// "If administrators decide that zombies are unrevivable, this returns true for zombies."
|
|
/// Alternative IsCharacterDeadIC that checks for whether they will be able to inherit their body again.
|
|
/// State in which they must be given a new body to "live" (borging, being a brain, etc) should count as "unrevivable".
|
|
/// </summary>
|
|
public bool IsCharacterUnrevivableIc(MindComponent mind)
|
|
{
|
|
if (mind.OwnedEntity is { } owned)
|
|
{
|
|
var ev = new GetCharacterUnrevivableIcEvent(null);
|
|
RaiseLocalEvent(owned, ref ev);
|
|
|
|
if (ev.Unrevivable != null)
|
|
return ev.Unrevivable.Value;
|
|
}
|
|
|
|
return IsCharacterUnrevivablePhysically(mind);
|
|
}
|
|
|
|
/// <summary>
|
|
/// A string to represent the mind for logging
|
|
/// </summary>
|
|
public string MindOwnerLoggingString(MindComponent mind)
|
|
{
|
|
if (mind.OwnedEntity != null)
|
|
return ToPrettyString(mind.OwnedEntity.Value);
|
|
if (mind.UserId != null)
|
|
return mind.UserId.Value.ToString();
|
|
return "(originally " + mind.OriginalOwnerUserId + ")";
|
|
}
|
|
|
|
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 HashSet<Entity<MindComponent>> GetAliveHumans(EntityUid? exclude = null, bool excludeSilicon = false)
|
|
{
|
|
var allHumans = new HashSet<Entity<MindComponent>>();
|
|
// HumanoidAppearanceComponent is used to prevent mice, pAIs, etc from being chosen
|
|
var query = EntityQueryEnumerator<MobStateComponent, HumanoidAppearanceComponent>();
|
|
while (query.MoveNext(out var uid, out var mobState, out _))
|
|
{
|
|
// the player needs to have a mind and not be the excluded one +
|
|
// the player has to be alive
|
|
if (!TryGetMind(uid, out var mind, out var mindComp) || mind == exclude || !_mobState.IsAlive(uid, mobState))
|
|
continue;
|
|
|
|
// Goobstation: Skip IPCs from selections
|
|
if (excludeSilicon && HasComp<SiliconComponent>(uid))
|
|
continue;
|
|
|
|
allHumans.Add(new Entity<MindComponent>(mind, mindComp));
|
|
}
|
|
|
|
return allHumans;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Give sentience to a target entity by attaching necessary components.
|
|
/// </summary>
|
|
/// <param name="uid">Uid of the target entity.</param>
|
|
/// <param name="allowMovement">Whether the target entity should be able to move.</param>
|
|
/// <param name="allowSpeech">Whether the target entity should be able to talk.</param>
|
|
public void MakeSentient(EntityUid uid, bool allowMovement = true, bool allowSpeech = true)
|
|
{
|
|
EnsureComp<MindContainerComponent>(uid);
|
|
if (allowMovement)
|
|
{
|
|
EnsureComp<InputMoverComponent>(uid);
|
|
EnsureComp<MobMoverComponent>(uid);
|
|
EnsureComp<MovementSpeedModifierComponent>(uid);
|
|
}
|
|
|
|
if (allowSpeech)
|
|
{
|
|
EnsureComp<SpeechComponent>(uid);
|
|
EnsureComp<EmotingComponent>(uid);
|
|
}
|
|
|
|
EnsureComp<ExaminerComponent>(uid);
|
|
}
|
|
}
|
|
|
|
/// <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);
|
|
|
|
/// <summary>
|
|
/// Raised on an entity to determine whether or not they are "unrevivable" in IC-logic.
|
|
/// Used to check for things such as being borged or a zombie.
|
|
/// </summary>
|
|
/// <param name="Unrevivable"></param>
|
|
[ByRefEvent]
|
|
public record struct GetCharacterUnrevivableIcEvent(bool? Unrevivable);
|