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- using Content.Shared.GameTicking;
- using Content.Shared.Mind.Components;
- using Robust.Shared.GameStates;
- using Robust.Shared.Network;
- using Robust.Shared.Player;
- using Robust.Shared.Prototypes;
- namespace Content.Shared.Mind;
- /// <summary>
- /// This component stores information about a player/mob mind. The component will be attached to a mind-entity
- /// which is stored in null-space. The entity that is currently "possessed" by the mind will have a
- /// <see cref="MindContainerComponent"/>.
- /// </summary>
- /// <remarks>
- /// Roles are attached as components on the mind-entity entity.
- /// Think of it like this: if a player is supposed to have their memories,
- /// their mind follows along.
- ///
- /// Things such as respawning do not follow, because you're a new character.
- /// Getting borged, cloned, turned into a catbeast, etc... will keep it following you.
- ///
- /// Minds are stored in null-space, and are thus generally not set to players unless that player is the owner
- /// of the mind. As a result it should be safe to network "secret" information like roles & objectives
- /// </remarks>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
- public sealed partial class MindComponent : Component
- {
- [DataField, AutoNetworkedField]
- public List<EntityUid> Objectives = new();
- /// <summary>
- /// The session ID of the player owning this mind.
- /// </summary>
- [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
- public NetUserId? UserId { get; set; }
- /// <summary>
- /// The session ID of the original owner, if any.
- /// May end up used for round-end information (as the owner may have abandoned Mind since)
- /// </summary>
- [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
- public NetUserId? OriginalOwnerUserId { get; set; }
- /// <summary>
- /// The first entity that this mind controlled. Used for round end information.
- /// Might be relevant if the player has ghosted since.
- /// </summary>
- [AutoNetworkedField]
- public NetEntity? OriginalOwnedEntity; // TODO WeakEntityReference make this a Datafield again
- // This is a net entity, because this field currently does not get set to null when this entity is deleted.
- // This is a lazy way to ensure that people check that the entity still exists.
- // TODO MIND Fix this properly by adding an OriginalMindContainerComponent or something like that.
- [ViewVariables]
- public bool IsVisitingEntity => VisitingEntity != null;
- [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
- public EntityUid? VisitingEntity { get; set; }
- [ViewVariables]
- public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity;
- [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
- public string? CharacterName { get; set; }
- /// <summary>
- /// The time of death for this Mind.
- /// Can be null - will be null if the Mind is not considered "dead".
- /// </summary>
- [DataField]
- public TimeSpan? TimeOfDeath { get; set; }
- /// <summary>
- /// The entity currently owned by this mind.
- /// Can be null.
- /// </summary>
- [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
- public EntityUid? OwnedEntity { get; set; }
- /// <summary>
- /// An enumerable over all the objective entities this mind has.
- /// </summary>
- [ViewVariables, Obsolete("Use Objectives field")]
- public IEnumerable<EntityUid> AllObjectives => Objectives;
- /// <summary>
- /// Prevents user from ghosting out
- /// </summary>
- [DataField]
- public bool PreventGhosting { get; set; }
- /// <summary>
- /// Prevents user from suiciding
- /// </summary>
- [DataField]
- public bool PreventSuicide { get; set; }
- /// <summary>
- /// Mind Role Entities belonging to this Mind
- /// </summary>
- [DataField, AutoNetworkedField]
- public List<EntityUid> MindRoles = new List<EntityUid>();
- /// <summary>
- /// The mind's current antagonist/special role, or lack thereof;
- /// </summary>
- [DataField, AutoNetworkedField]
- public ProtoId<RoleTypePrototype> RoleType = "Neutral";
- /// <summary>
- /// The session of the player owning this mind.
- /// Can be null, in which case the player is currently not logged in.
- /// </summary>
- [ViewVariables, Access(typeof(SharedMindSystem), typeof(SharedGameTicker))]
- // TODO remove this after moving IPlayerManager functions to shared
- public ICommonSession? Session { get; set; }
- }
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