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https://github.com/space-wizards/space-station-14.git
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120 lines
5.1 KiB
C#
120 lines
5.1 KiB
C#
using Content.Shared.Examine;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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namespace Content.Shared.Mind;
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public sealed class MindExamineSystem : EntitySystem
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{
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly ISharedPlayerManager _player = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MindExaminableComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<MindExaminableComponent, ComponentStartup>((e, ref _) => RefreshMindStatus(e.AsNullable()));
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SubscribeLocalEvent<MindExaminableComponent, MindAddedMessage>((e, ref _) => RefreshMindStatus(e.AsNullable()));
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SubscribeLocalEvent<MindExaminableComponent, MindRemovedMessage>((e, ref _) => RefreshMindStatus(e.AsNullable()));
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SubscribeLocalEvent<MindExaminableComponent, MobStateChangedEvent>((e, ref _) => RefreshMindStatus(e.AsNullable()));
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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}
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private void OnExamined(Entity<MindExaminableComponent> ent, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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var message = ent.Comp.State switch
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{
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MindState.Irrecoverable => $"[color=mediumpurple]{Loc.GetString("comp-mind-examined-dead-and-irrecoverable", ("ent", ent.Owner))}[/color]",
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MindState.DeadSSD => $"[color=yellow]{Loc.GetString("comp-mind-examined-dead-and-ssd", ("ent", ent.Owner))}[/color]",
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MindState.Dead => $"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", ent.Owner))}[/color]",
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MindState.Catatonic => $"[color=mediumpurple]{Loc.GetString("comp-mind-examined-catatonic", ("ent", ent.Owner))}[/color]",
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MindState.SSD => $"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", ent.Owner))}[/color]",
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_ => null,
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};
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if (message != null)
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args.PushMarkup(message);
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}
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private void OnPlayerAttached(PlayerAttachedEvent args)
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{
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// We use the broadcasted event because we need to access the body of a ghost if it disconnects.
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// DeadSSD does not check if a player is attached, but if the session is valid (connected).
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// To properly track that, we subscribe to the broadcast version of this event
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// and update the mind status of the original entity accordingly.
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// Otherwise, if you ghost out and THEN disconnect, it would not update your status as it gets raised on your ghost and not your body.
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if (!_mind.TryGetMind(args.Entity, out _, out var mindComp))
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return;
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if (mindComp.OwnedEntity is not { } refreshEnt)
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return;
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RefreshMindStatus(refreshEnt);
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}
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private void OnPlayerDetached(PlayerDetachedEvent args)
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{
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// Same reason as in the subscription above.
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if (!_mind.TryGetMind(args.Entity, out _, out var mindComp))
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return;
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if (mindComp.OwnedEntity is not { } refreshEnt)
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return;
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RefreshMindStatus(refreshEnt);
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}
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public void RefreshMindStatus(Entity<MindExaminableComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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// Only allow the local client to handle this.
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// This is because the mind is only networked to the owner, and other clients will always be wrong.
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// So instead, we do this on server and dirty the result to the client.
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// And since it is stored on the component, the text won't flicker anymore.
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// Will cause a small jump when examined during networking due to the server update coming in.
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if (_net.IsClient && _player.LocalEntity != ent)
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return;
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var dead = _mobState.IsDead(ent);
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_mind.TryGetMind(ent.Owner, out _, out var mindComp);
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var hasUserId = mindComp?.UserId;
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var hasActiveSession = hasUserId != null && _player.ValidSessionId(hasUserId.Value);
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// Scenarios:
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// 1. Dead + No User ID: Entity is dead and has no mind 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 is alive but has no mind attached to it
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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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ent.Comp.State = MindState.Irrecoverable;
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else if (dead && !hasActiveSession)
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ent.Comp.State = MindState.DeadSSD;
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else if (dead)
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ent.Comp.State = MindState.Dead;
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else if (hasUserId == null)
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ent.Comp.State = MindState.Catatonic;
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else if (!hasActiveSession)
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ent.Comp.State = MindState.SSD;
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else
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ent.Comp.State = MindState.None;
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Dirty(ent);
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}
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}
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