mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +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...
356 lines
13 KiB
C#
356 lines
13 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.GameTicking;
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using Content.Server.Ghost;
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using Content.Shared.Database;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Players;
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using Robust.Server.GameStates;
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using Robust.Server.Player;
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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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using System.Diagnostics.CodeAnalysis;
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namespace Content.Server.Mind;
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public sealed class MindSystem : SharedMindSystem
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{
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IPlayerManager _players = default!;
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[Dependency] private readonly GhostSystem _ghosts = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly PvsOverrideSystem _pvsOverride = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MindContainerComponent, EntityTerminatingEvent>(OnMindContainerTerminating);
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SubscribeLocalEvent<MindComponent, ComponentShutdown>(OnMindShutdown);
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}
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private void OnMindShutdown(EntityUid uid, MindComponent mind, ComponentShutdown args)
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{
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if (mind.UserId is {} user)
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{
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UserMinds.Remove(user);
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if (_players.TryGetPlayerData(user, out var data) && data.ContentData() is { } oldData)
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oldData.Mind = null;
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mind.UserId = null;
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}
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if (mind.OwnedEntity != null && !TerminatingOrDeleted(mind.OwnedEntity.Value))
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TransferTo(uid, null, mind: mind, createGhost: false);
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mind.OwnedEntity = null;
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}
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private void OnMindContainerTerminating(EntityUid uid, MindContainerComponent component, ref EntityTerminatingEvent args)
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{
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if (!TryGetMind(uid, out var mindId, out var mind, component))
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return;
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// If the player is currently visiting some other entity, simply attach to that entity.
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if (mind.VisitingEntity is {Valid: true} visiting
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&& visiting != uid
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&& !Deleted(visiting)
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&& !Terminating(visiting))
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{
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TransferTo(mindId, visiting, mind: mind);
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if (TryComp(visiting, out GhostComponent? ghostComp))
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_ghosts.SetCanReturnToBody((visiting, ghostComp), false);
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return;
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}
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TransferTo(mindId, null, createGhost: false, mind: mind);
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DebugTools.AssertNull(mind.OwnedEntity);
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if (!component.GhostOnShutdown || _gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
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return;
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var ghost = _ghosts.SpawnGhost((mindId, mind), uid);
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if (ghost != null)
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// Log these to make sure they're not causing the GameTicker round restart bugs...
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Log.Debug($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, spawned \"{ToPrettyString(ghost)}\".");
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else
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// This should be an error, if it didn't cause tests to start erroring when they delete a player.
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Log.Warning($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, and no applicable spawn location is available.");
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}
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public override bool TryGetMind(NetUserId user, [NotNullWhen(true)] out EntityUid? mindId, [NotNullWhen(true)] out MindComponent? mind)
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{
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if (base.TryGetMind(user, out mindId, out mind))
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{
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DebugTools.Assert(!_players.TryGetPlayerData(user, out var playerData) || playerData.ContentData() is not { } data || data.Mind == mindId);
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return true;
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}
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DebugTools.Assert(!_players.TryGetPlayerData(user, out var pData) || pData.ContentData()?.Mind == null);
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return false;
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}
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public override void WipeAllMinds()
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{
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base.WipeAllMinds();
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foreach (var unCastData in _players.GetAllPlayerData())
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{
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if (unCastData.ContentData()?.Mind is not { } mind)
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continue;
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Log.Error("Player mind was missing from MindSystem dictionary.");
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WipeMind(mind);
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}
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}
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public override void Visit(EntityUid mindId, EntityUid entity, MindComponent? mind = null)
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{
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base.Visit(mindId, entity, mind);
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if (!Resolve(mindId, ref mind))
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return;
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if (mind.VisitingEntity != null)
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{
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Log.Error($"Attempted to visit an entity ({ToPrettyString(entity)}) while already visiting another ({ToPrettyString(mind.VisitingEntity.Value)}).");
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return;
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}
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if (HasComp<VisitingMindComponent>(entity))
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{
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Log.Error($"Attempted to visit an entity that already has a visiting mind. Entity: {ToPrettyString(entity)}");
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return;
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}
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mind.VisitingEntity = entity;
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// EnsureComp instead of AddComp to deal with deferred deletions.
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var comp = EnsureComp<VisitingMindComponent>(entity);
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comp.MindId = mindId;
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// Do this AFTER the entity changes above as this will fire off a player-detached event
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// which will run ghosting twice.
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if (_players.TryGetSessionById(mind.UserId, out var session))
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_players.SetAttachedEntity(session, entity);
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Log.Info($"Session {session?.Name} visiting entity {entity}.");
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}
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public override void UnVisit(EntityUid mindId, MindComponent? mind = null)
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{
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base.UnVisit(mindId, mind);
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if (!Resolve(mindId, ref mind))
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return;
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if (mind.VisitingEntity == null)
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return;
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RemoveVisitingEntity(mindId, mind);
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if (mind.UserId == null || !_players.TryGetSessionById(mind.UserId.Value, out var session))
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return;
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if (session.AttachedEntity == mind.VisitingEntity)
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return;
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var owned = mind.OwnedEntity;
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_players.SetAttachedEntity(session, owned);
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if (owned.HasValue)
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{
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_adminLogger.Add(LogType.Mind, LogImpact.Low,
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$"{session.Name} returned to {ToPrettyString(owned.Value)}");
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}
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}
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public override void TransferTo(EntityUid mindId, EntityUid? entity, bool ghostCheckOverride = false, bool createGhost = true,
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MindComponent? mind = null)
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{
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if (mind == null && !Resolve(mindId, ref mind))
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return;
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if (entity == mind.OwnedEntity)
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return;
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Dirty(mindId, mind);
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MindContainerComponent? component = null;
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var alreadyAttached = false;
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if (entity != null)
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{
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component = EnsureComp<MindContainerComponent>(entity.Value);
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if (component.HasMind)
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_ghosts.OnGhostAttempt(component.Mind.Value, false);
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if (TryComp<ActorComponent>(entity.Value, out var actor))
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{
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// Happens when transferring to your currently visited entity.
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if (!_players.TryGetSessionByEntity(entity.Value, out var session) ||
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mind.UserId == null || actor.PlayerSession != session )
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{
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throw new ArgumentException("Visit target already has a session.", nameof(entity));
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}
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alreadyAttached = true;
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}
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}
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else if (createGhost)
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{
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// TODO remove this option.
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// Transfer-to-null should just detach a mind.
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// If people want to create a ghost, that should be done explicitly via some TransferToGhost() method, not
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// not implicitly via optional arguments.
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var position = Deleted(mind.OwnedEntity)
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? _transform.ToMapCoordinates(_gameTicker.GetObserverSpawnPoint())
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: _transform.GetMapCoordinates(mind.OwnedEntity.Value);
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entity = Spawn(GameTicker.ObserverPrototypeName, position);
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component = EnsureComp<MindContainerComponent>(entity.Value);
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var ghostComponent = Comp<GhostComponent>(entity.Value);
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_ghosts.SetCanReturnToBody((entity.Value, ghostComponent), false);
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}
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var oldEntity = mind.OwnedEntity;
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if (TryComp(oldEntity, out MindContainerComponent? oldContainer))
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{
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oldContainer.Mind = null;
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mind.OwnedEntity = null;
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Entity<MindComponent> mindEnt = (mindId, mind);
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Entity<MindContainerComponent> containerEnt = (oldEntity.Value, oldContainer);
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RaiseLocalEvent(oldEntity.Value, new MindRemovedMessage(mindEnt, containerEnt));
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RaiseLocalEvent(mindId, new MindGotRemovedEvent(mindEnt, containerEnt));
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Dirty(oldEntity.Value, oldContainer);
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}
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// Don't do the full deletion cleanup if we're transferring to our VisitingEntity
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if (alreadyAttached)
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{
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// Set VisitingEntity null first so the removal of VisitingMind doesn't get through Unvisit() and delete what we're visiting.
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// Yes this control flow sucks.
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mind.VisitingEntity = null;
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RemComp<VisitingMindComponent>(entity!.Value);
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}
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else if (mind.VisitingEntity != null
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&& (ghostCheckOverride // to force mind transfer, for example from ControlMobVerb
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|| !TryComp(mind.VisitingEntity!, out GhostComponent? ghostComponent) // visiting entity is not a Ghost
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|| !ghostComponent.CanReturnToBody)) // it is a ghost, but cannot return to body anyway, so it's okay
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{
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RemoveVisitingEntity(mindId, mind);
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}
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// Player is CURRENTLY connected.
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if (mind.UserId != null && _players.TryGetSessionById(mind.UserId.Value, out var userSession)
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&& !alreadyAttached && mind.VisitingEntity == null)
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{
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_players.SetAttachedEntity(userSession, entity, true);
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DebugTools.Assert(userSession.AttachedEntity == entity, "Failed to attach entity.");
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Log.Info($"Session {userSession.Name} transferred to entity {entity}.");
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}
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if (entity != null)
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{
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component!.Mind = mindId;
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component.OriginalMind ??= mindId; // DeltaV
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mind.OwnedEntity = entity;
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mind.OriginalOwnedEntity ??= GetNetEntity(mind.OwnedEntity);
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Entity<MindComponent> mindEnt = (mindId, mind);
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Entity<MindContainerComponent> containerEnt = (entity.Value, component);
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RaiseLocalEvent(entity.Value, new MindAddedMessage(mindEnt, containerEnt));
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RaiseLocalEvent(mindId, new MindGotAddedEvent(mindEnt, containerEnt));
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Dirty(entity.Value, component);
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}
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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 override void SetUserId(EntityUid mindId, NetUserId? userId, MindComponent? mind = null)
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{
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if (!Resolve(mindId, ref mind))
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return;
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if (mind.UserId == userId)
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return;
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Dirty(mindId, mind);
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if (userId != null && !_players.TryGetPlayerData(userId.Value, out _))
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{
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Log.Error($"Attempted to set mind user to invalid value {userId}");
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return;
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}
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// Clear any existing entity attachment
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if (_players.TryGetSessionById(mind.UserId, out var oldSession))
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{
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_players.SetAttachedEntity(oldSession, null);
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_pvsOverride.RemoveSessionOverride(mindId, oldSession);
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}
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if (mind.UserId != null)
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{
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UserMinds.Remove(mind.UserId.Value);
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if (_players.GetPlayerData(mind.UserId.Value).ContentData() is { } oldData)
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oldData.Mind = null;
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mind.UserId = null;
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}
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if (userId == null)
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return;
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if (UserMinds.TryGetValue(userId.Value, out var oldMindId) &&
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TryComp(oldMindId, out MindComponent? oldMind))
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{
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SetUserId(oldMindId, null, oldMind);
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}
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DebugTools.AssertNull(_players.GetPlayerData(userId.Value).ContentData()?.Mind);
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UserMinds[userId.Value] = mindId;
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mind.UserId = userId;
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mind.OriginalOwnerUserId ??= userId;
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|
|
|
// The UserId may not have a current session, but user data may still exist for disconnected players.
|
|
// So we cannot combine this with the TryGetSessionById() check below.
|
|
if (_players.GetPlayerData(userId.Value).ContentData() is { } data)
|
|
data.Mind = mindId;
|
|
|
|
if (_players.TryGetSessionById(userId.Value, out var session))
|
|
{
|
|
_pvsOverride.AddSessionOverride(mindId, session);
|
|
_players.SetAttachedEntity(session, mind.CurrentEntity);
|
|
}
|
|
}
|
|
|
|
public override void ControlMob(EntityUid user, EntityUid target)
|
|
{
|
|
if (TryComp(user, out ActorComponent? actor))
|
|
ControlMob(actor.PlayerSession.UserId, target);
|
|
}
|
|
|
|
public override void ControlMob(NetUserId user, EntityUid target)
|
|
{
|
|
var (mindId, mind) = GetOrCreateMind(user);
|
|
|
|
if (mind.CurrentEntity == target)
|
|
return;
|
|
|
|
if (mind.OwnedEntity == target)
|
|
{
|
|
UnVisit(mindId, mind);
|
|
return;
|
|
}
|
|
|
|
MakeSentient(target);
|
|
TransferTo(mindId, target, ghostCheckOverride: true, mind: mind);
|
|
}
|
|
}
|