Files
wwdpublic/Content.Server/Mind/MindSystem.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

367 lines
13 KiB
C#

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