# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
721 lines
26 KiB
C#
721 lines
26 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Mind;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Roles;
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public abstract class SharedRoleSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypes = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] protected readonly ISharedPlayerManager Player = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedMindSystem _minds = default!;
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private JobRequirementOverridePrototype? _requirementOverride;
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public override void Initialize()
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{
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Subs.CVar(_cfg, CCVars.GameRoleTimerOverride, SetRequirementOverride, true);
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SubscribeLocalEvent<MindRoleComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<StartingMindRoleComponent, PlayerSpawnCompleteEvent>(OnSpawn);
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}
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private void OnSpawn(EntityUid uid, StartingMindRoleComponent component, PlayerSpawnCompleteEvent args)
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{
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if (!_minds.TryGetMind(uid, out var mindId, out var mindComp))
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return;
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MindAddRole(mindId, component.MindRole, mind: mindComp, silent: component.Silent);
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}
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private void SetRequirementOverride(string value)
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{
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if (string.IsNullOrEmpty(value))
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{
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_requirementOverride = null;
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return;
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}
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if (!_prototypes.TryIndex(value, out _requirementOverride ))
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Log.Error($"Unknown JobRequirementOverridePrototype: {value}");
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}
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/// <summary>
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/// Adds multiple mind roles to a mind
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/// </summary>
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/// <param name="mindId">The mind entity to add the role to</param>
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/// <param name="roles">The list of mind roles to add</param>
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/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
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/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
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public void MindAddRoles(EntityUid mindId,
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List<EntProtoId>? roles,
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MindComponent? mind = null,
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bool silent = false)
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{
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if (roles is null || roles.Count == 0)
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return;
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foreach (var proto in roles)
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{
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MindAddRole(mindId, proto, mind, silent);
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}
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}
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/// <summary>
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/// Adds a mind role to a mind
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/// </summary>
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/// <param name="mindId">The mind entity to add the role to</param>
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/// <param name="protoId">The mind role to add</param>
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/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
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/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
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public void MindAddRole(EntityUid mindId,
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EntProtoId protoId,
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MindComponent? mind = null,
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bool silent = false)
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{
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if (protoId == "MindRoleJob")
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MindAddJobRole(mindId, mind, silent, "");
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else
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MindAddRoleDo(mindId, protoId, mind, silent);
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}
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/// <summary>
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/// Adds a Job mind role with the specified job prototype
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/// </summary>
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/// /// <param name="mindId">The mind entity to add the job role to</param>
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/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
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/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
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/// <param name="jobPrototype">The Job prototype for the new role</param>
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public void MindAddJobRole(EntityUid mindId,
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MindComponent? mind = null,
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bool silent = false,
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string? jobPrototype = null)
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{
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if (!Resolve(mindId, ref mind))
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return;
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// Can't have someone get paid for two jobs now, can we
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if (MindHasRole<JobRoleComponent>((mindId, mind), out var jobRole)
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&& jobRole.Value.Comp1.JobPrototype != jobPrototype)
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{
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_adminLogger.Add(LogType.Mind,
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LogImpact.Low,
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$"Job Role of {ToPrettyString(mind.OwnedEntity)} changed from '{jobRole.Value.Comp1.JobPrototype}' to '{jobPrototype}'");
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jobRole.Value.Comp1.JobPrototype = jobPrototype;
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}
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else
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MindAddRoleDo(mindId, "MindRoleJob", mind, silent, jobPrototype);
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}
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/// <summary>
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/// Creates a Mind Role
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/// </summary>
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private void MindAddRoleDo(EntityUid mindId,
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EntProtoId protoId,
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MindComponent? mind = null,
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bool silent = false,
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string? jobPrototype = null)
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{
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if (!Resolve(mindId, ref mind))
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{
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Log.Error($"Failed to add role {protoId} to {ToPrettyString(mindId)} : Mind does not match provided mind component");
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return;
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}
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if (!_prototypes.TryIndex(protoId, out var protoEnt))
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{
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Log.Error($"Failed to add role {protoId} to {ToPrettyString(mindId)} : Role prototype does not exist");
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return;
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}
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//TODO don't let a prototype being added a second time
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//If that was somehow to occur, a second mindrole for that comp would be created
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//Meaning any mind role checks could return wrong results, since they just return the first match they find
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var mindRoleId = Spawn(protoId, MapCoordinates.Nullspace);
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EnsureComp<MindRoleComponent>(mindRoleId);
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var mindRoleComp = Comp<MindRoleComponent>(mindRoleId);
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mindRoleComp.Mind = (mindId,mind);
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if (jobPrototype is not null)
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{
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mindRoleComp.JobPrototype = jobPrototype;
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EnsureComp<JobRoleComponent>(mindRoleId);
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DebugTools.AssertNull(mindRoleComp.AntagPrototype);
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DebugTools.Assert(!mindRoleComp.Antag);
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DebugTools.Assert(!mindRoleComp.ExclusiveAntag);
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}
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mind.MindRoles.Add(mindRoleId);
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var update = MindRolesUpdate((mindId, mind));
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// RoleType refresh, Role time tracking, Update Admin playerlist
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var message = new RoleAddedEvent(mindId, mind, update, silent);
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RaiseLocalEvent(mindId, message, true);
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var name = Loc.GetString(protoEnt.Name);
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if (mind.OwnedEntity is not null)
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{
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_adminLogger.Add(LogType.Mind,
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LogImpact.Low,
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$"{name} added to mind of {ToPrettyString(mind.OwnedEntity)}");
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}
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else
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{
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//TODO: This is not tied to the player on the Admin Log filters.
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//Probably only happens when Job Role is added on initial spawn, before the mind entity is put in a mob
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Log.Error($"{ToPrettyString(mindId)} does not have an OwnedEntity!");
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_adminLogger.Add(LogType.Mind,
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LogImpact.Low,
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$"{name} added to {ToPrettyString(mindId)}");
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}
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}
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/// <summary>
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/// Select the mind's currently "active" mind role entity, and update the mind's role type, if necessary
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/// </summary>
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/// <returns>
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/// True if this changed the mind's role type
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/// </returns>>
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private bool MindRolesUpdate(Entity<MindComponent?> ent)
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{
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if(!Resolve(ent.Owner, ref ent.Comp))
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return false;
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//get the most important/latest mind role
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var (roleType, subtype) = GetRoleTypeByTime(ent.Comp);
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if (ent.Comp.RoleType == roleType && ent.Comp.Subtype == subtype)
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return false;
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SetRoleType(ent.Owner, roleType, subtype);
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return true;
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}
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/// <summary>
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/// Return the most recently specified role type and subtype, or Neutral
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/// </summary>
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private (ProtoId<RoleTypePrototype>, LocId?) GetRoleTypeByTime(MindComponent mind)
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{
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var role = GetRoleCompByTime(mind);
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return (role?.Comp?.RoleType ?? "Neutral", role?.Comp?.Subtype);
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}
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/// <summary>
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/// Return the most recently specified role type's mind role entity, or null
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/// </summary>
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public Entity<MindRoleComponent>? GetRoleCompByTime(MindComponent mind)
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{
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var roles = new List<Entity<MindRoleComponent>>();
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foreach (var role in mind.MindRoles)
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{
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var comp = Comp<MindRoleComponent>(role);
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if (comp.RoleType is not null)
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roles.Add((role, comp));
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}
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Entity<MindRoleComponent>? result = roles.Count > 0 ? roles.LastOrDefault() : null;
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return (result);
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}
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private void SetRoleType(EntityUid mind, ProtoId<RoleTypePrototype> roleTypeId, LocId? subtype)
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{
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if (!TryComp<MindComponent>(mind, out var comp))
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{
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Log.Error($"Failed to update Role Type of mind entity {ToPrettyString(mind)} to {roleTypeId}, {subtype}. MindComponent not found.");
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return;
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}
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if (!_prototypes.HasIndex(roleTypeId))
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{
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Log.Error($"Failed to change Role Type of {_minds.MindOwnerLoggingString(comp)} to {roleTypeId}, {subtype}. Invalid role");
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return;
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}
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comp.RoleType = roleTypeId;
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comp.Subtype = subtype;
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Dirty(mind, comp);
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// Update player character window
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if (Player.TryGetSessionById(comp.UserId, out var session))
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RaiseNetworkEvent(new MindRoleTypeChangedEvent(), session.Channel);
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else
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{
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var error = $"The Character Window of {_minds.MindOwnerLoggingString(comp)} potentially did not update immediately : session error";
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_adminLogger.Add(LogType.Mind, LogImpact.Medium, $"{error}");
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}
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if (comp.OwnedEntity is null)
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{
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Log.Error($"{ToPrettyString(mind)} does not have an OwnedEntity!");
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_adminLogger.Add(LogType.Mind,
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LogImpact.Medium,
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$"Role Type of {ToPrettyString(mind)} changed to {roleTypeId}, {subtype}");
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return;
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}
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_adminLogger.Add(LogType.Mind,
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LogImpact.High,
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$"Role Type of {ToPrettyString(comp.OwnedEntity)} changed to {roleTypeId}, {subtype}");
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}
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/// <summary>
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/// Finds and removes all mind roles of a specific type
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/// </summary>
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/// <param name="mind">The mind to remove the role from.</param>
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/// <typeparam name="T">The type of the role to remove.</typeparam>
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/// <returns>True if the role existed and was removed</returns>>
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public bool MindRemoveRole<T>(Entity<MindComponent?> mind) where T : IComponent
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{
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if (typeof(T) == typeof(MindRoleComponent))
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throw new InvalidOperationException();
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if (!Resolve(mind.Owner, ref mind.Comp))
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return false;
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var delete = new List<EntityUid>();
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// If there were no matches and thus no mind role entity names, we'll need the component's name, to report what role failed to be removed
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var original = "'" + typeof(T).Name + "'";
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var deleteName = original;
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foreach (var role in mind.Comp.MindRoles)
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{
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if (!HasComp<MindRoleComponent>(role))
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{
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Log.Error($"Encountered mind role entity {ToPrettyString(role)} without a {nameof(MindRoleComponent)}");
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continue;
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}
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if (!HasComp<T>(role))
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continue;
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delete.Add(role);
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deleteName = RemoveRoleLogNameGeneration(deleteName, MetaData(role).EntityName, original);
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}
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return MindRemoveRoleDo(mind, delete, deleteName);
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}
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private string RemoveRoleLogNameGeneration(string name, string newName, string original)
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{
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// If there were matches for deletion, this will run, and we get a new name to replace the original input
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if (name == original)
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name = "'" + newName + "'";
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// It is theoretically possible to get multiple matches
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// If they have different names, then we want all of them listed
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else if (!name.Contains(newName))
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// and we can't just drop the multiple names within a single ' ' section later, because that would
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// make it look like it's one name that is just formatted to look like a list
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name = name + ", " + "'" + newName + "'";
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return name;
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}
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/// <summary>
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/// Finds and removes all mind roles of a specific type
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/// </summary>
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/// <param name="mindId">The mind entity</param>
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/// <typeparam name="T">The type of the role to remove.</typeparam>
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/// <returns>True if the role existed and was removed</returns>
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public bool MindRemoveRole<T>(EntityUid mindId) where T : IComponent
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{
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if (!TryComp<MindComponent>(mindId, out var mind))
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{
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Log.Error($"The specified mind entity '{ToPrettyString(mindId)}' does not have a {nameof(MindComponent)}");
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return false;
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}
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return MindRemoveRole<T>((mindId, mind));
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}
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/// <summary>
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/// Finds and removes all mind roles of a specific type
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/// </summary>
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/// <param name="mind">The mind entity and component</param>
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/// /// <param name="protoId">The prototype ID of the mind role to be removed</param>
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/// <returns>True if the role existed and was removed</returns>
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public bool MindRemoveRole(Entity<MindComponent?> mind, EntProtoId<MindRoleComponent> protoId)
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{
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if ( !Resolve(mind.Owner, ref mind.Comp))
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return false;
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// If there were no matches and thus no mind role entity names, we'll need the protoId, to report what role failed to be removed
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var original = "'" + protoId + "'";
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var deleteName = original;
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var delete = new List<EntityUid>();
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foreach (var role in mind.Comp.MindRoles)
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{
|
|
if (!HasComp<MindRoleComponent>(role))
|
|
{
|
|
Log.Error($"Encountered mind role entity {ToPrettyString(role)} without a {nameof(MindRoleComponent)}");
|
|
continue;
|
|
}
|
|
|
|
var id = MetaData(role).EntityPrototype?.ID;
|
|
if (id is null || id != protoId)
|
|
continue;
|
|
|
|
delete.Add(role);
|
|
deleteName = RemoveRoleLogNameGeneration(deleteName, MetaData(role).EntityName, original);
|
|
}
|
|
|
|
return MindRemoveRoleDo(mind, delete, deleteName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs the actual role entity deletion.
|
|
/// </summary>
|
|
private bool MindRemoveRoleDo(Entity<MindComponent?> mind, List<EntityUid> delete, string? logName = "")
|
|
{
|
|
if ( !Resolve(mind.Owner, ref mind.Comp))
|
|
return false;
|
|
|
|
if (delete.Count <= 0)
|
|
{
|
|
Log.Warning($"Failed to remove mind role {logName} from {ToPrettyString(mind.Owner)} : mind does not have this role ");
|
|
return false;
|
|
}
|
|
|
|
foreach (var role in delete)
|
|
{
|
|
_entityManager.DeleteEntity(role);
|
|
}
|
|
|
|
var update = MindRolesUpdate(mind);
|
|
|
|
var message = new RoleRemovedEvent(mind.Owner, mind.Comp, update);
|
|
RaiseLocalEvent(mind, message, true);
|
|
|
|
_adminLogger.Add(LogType.Mind,
|
|
LogImpact.Low,
|
|
$"All roles of type {logName} removed from mind of {ToPrettyString(mind.Comp.OwnedEntity)}");
|
|
|
|
return true;
|
|
}
|
|
|
|
// Removing the mind role's reference on component shutdown
|
|
// to make sure the reference gets removed even if the mind role entity was deleted by outside code
|
|
private void OnComponentShutdown(Entity<MindRoleComponent> ent, ref ComponentShutdown args)
|
|
{
|
|
//TODO: Just ensure that the tests don't spawn unassociated mind role entities
|
|
if (ent.Comp.Mind.Comp is null)
|
|
return;
|
|
|
|
ent.Comp.Mind.Comp.MindRoles.Remove(ent.Owner);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the first mind role of a specific T type on a mind entity.
|
|
/// Outputs entity components for the mind role's MindRoleComponent and for T
|
|
/// </summary>
|
|
/// <param name="mind">The mind entity</param>
|
|
/// <typeparam name="T">The type of the role to find.</typeparam>
|
|
/// <param name="role">The Mind Role entity component</param>
|
|
/// <returns>True if the role is found</returns>
|
|
public bool MindHasRole<T>(Entity<MindComponent?> mind,
|
|
[NotNullWhen(true)] out Entity<MindRoleComponent, T>? role) where T : IComponent
|
|
{
|
|
role = null;
|
|
if (!Resolve(mind.Owner, ref mind.Comp))
|
|
return false;
|
|
|
|
foreach (var roleEnt in mind.Comp.MindRoles)
|
|
{
|
|
if (!TryComp(roleEnt, out T? tcomp))
|
|
continue;
|
|
|
|
if (!TryComp(roleEnt, out MindRoleComponent? roleComp))
|
|
{
|
|
Log.Error($"Encountered mind role entity {ToPrettyString(roleEnt)} without a {nameof(MindRoleComponent)}");
|
|
continue;
|
|
}
|
|
|
|
role = (roleEnt, roleComp, tcomp);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the first mind role of a specific type on a mind entity.
|
|
/// Outputs an entity component for the mind role's MindRoleComponent
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <param name="type">The Type to look for</param>
|
|
/// <param name="role">The output role</param>
|
|
/// <returns>True if the role is found</returns>
|
|
public bool MindHasRole(EntityUid mindId,
|
|
Type type,
|
|
[NotNullWhen(true)] out Entity<MindRoleComponent>? role)
|
|
{
|
|
role = null;
|
|
// All MindRoles have this component, it would just return the first one.
|
|
// Order might not be what is expected.
|
|
// Better to report null
|
|
if (type == Type.GetType("MindRoleComponent"))
|
|
{
|
|
Log.Error($"Something attempted to query mind role 'MindRoleComponent' on mind {mindId}. This component is present on every single mind role.");
|
|
return false;
|
|
}
|
|
|
|
if (!TryComp<MindComponent>(mindId, out var mind))
|
|
return false;
|
|
|
|
var found = false;
|
|
|
|
foreach (var roleEnt in mind.MindRoles)
|
|
{
|
|
if (!HasComp(roleEnt, type))
|
|
continue;
|
|
|
|
if (!TryComp(roleEnt, out MindRoleComponent? roleComp))
|
|
{
|
|
Log.Error($"Encountered mind role entity {ToPrettyString(roleEnt)} without a {nameof(MindRoleComponent)}");
|
|
continue;
|
|
}
|
|
|
|
role = (roleEnt, roleComp);
|
|
found = true;
|
|
break;
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the first mind role of a specific type on a mind entity.
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <typeparam name="T">The type of the role to find.</typeparam>
|
|
/// <returns>True if the role is found</returns>
|
|
public bool MindHasRole<T>(EntityUid mindId) where T : IComponent
|
|
{
|
|
return MindHasRole<T>(mindId, out _);
|
|
}
|
|
|
|
//TODO: Delete this later
|
|
/// <summary>
|
|
/// Returns the first mind role of a specific type
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <returns>Entity Component of the mind role</returns>
|
|
[Obsolete("Use MindHasRole's output value")]
|
|
public Entity<MindRoleComponent>? MindGetRole<T>(EntityUid mindId) where T : IComponent
|
|
{
|
|
Entity<MindRoleComponent>? result = null;
|
|
|
|
var mind = Comp<MindComponent>(mindId);
|
|
|
|
foreach (var uid in mind.MindRoles)
|
|
{
|
|
if (HasComp<T>(uid) && TryComp<MindRoleComponent>(uid, out var comp))
|
|
result = (uid,comp);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads all Roles of a mind Entity and returns their data as RoleInfo
|
|
/// </summary>
|
|
/// <param name="mind">The mind entity</param>
|
|
/// <returns>RoleInfo list</returns>
|
|
public List<RoleInfo> MindGetAllRoleInfo(Entity<MindComponent?> mind)
|
|
{
|
|
var roleInfo = new List<RoleInfo>();
|
|
|
|
if (!Resolve(mind.Owner, ref mind.Comp))
|
|
return roleInfo;
|
|
|
|
foreach (var role in mind.Comp.MindRoles)
|
|
{
|
|
var valid = false;
|
|
var name = "game-ticker-unknown-role";
|
|
var prototype = "";
|
|
string? playTimeTracker = null;
|
|
|
|
if (!TryComp(role, out MindRoleComponent? comp))
|
|
{
|
|
Log.Error($"Encountered mind role entity {ToPrettyString(role)} without a {nameof(MindRoleComponent)}");
|
|
continue;
|
|
}
|
|
|
|
if (comp.AntagPrototype is not null)
|
|
prototype = comp.AntagPrototype;
|
|
|
|
if (comp.JobPrototype is not null && comp.AntagPrototype is null)
|
|
{
|
|
prototype = comp.JobPrototype;
|
|
if (_prototypes.TryIndex(comp.JobPrototype, out var job))
|
|
{
|
|
playTimeTracker = job.PlayTimeTracker;
|
|
name = job.Name;
|
|
valid = true;
|
|
}
|
|
else
|
|
{
|
|
Log.Error($" Mind Role Prototype '{role.Id}' contains invalid Job prototype: '{comp.JobPrototype}'");
|
|
}
|
|
}
|
|
else if (comp.AntagPrototype is not null && comp.JobPrototype is null)
|
|
{
|
|
prototype = comp.AntagPrototype;
|
|
if (_prototypes.TryIndex(comp.AntagPrototype, out var antag))
|
|
{
|
|
playTimeTracker = antag.PlayTimeTracker;
|
|
name = antag.Name;
|
|
valid = true;
|
|
}
|
|
else
|
|
{
|
|
Log.Error($" Mind Role Prototype '{role.Id}' contains invalid Antagonist prototype: '{comp.AntagPrototype}'");
|
|
}
|
|
}
|
|
else if (comp.JobPrototype is not null && comp.AntagPrototype is not null)
|
|
{
|
|
Log.Error($" Mind Role Prototype '{role.Id}' contains both Job and Antagonist prototypes");
|
|
}
|
|
|
|
if (valid)
|
|
roleInfo.Add(new RoleInfo(name, comp.Antag, playTimeTracker, prototype));
|
|
}
|
|
return roleInfo;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does this mind possess an antagonist role
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <returns>True if the mind possesses any antag roles</returns>
|
|
public bool MindIsAntagonist(EntityUid? mindId)
|
|
{
|
|
if (mindId is null)
|
|
return false;
|
|
|
|
return CheckAntagonistStatus(mindId.Value).Antag;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does this mind possess an exclusive antagonist role
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <returns>True if the mind possesses any exclusive antag roles</returns>
|
|
public bool MindIsExclusiveAntagonist(EntityUid? mindId)
|
|
{
|
|
if (mindId is null)
|
|
return false;
|
|
|
|
return CheckAntagonistStatus(mindId.Value).ExclusiveAntag;
|
|
}
|
|
|
|
private (bool Antag, bool ExclusiveAntag) CheckAntagonistStatus(Entity<MindComponent?> mind)
|
|
{
|
|
if (!Resolve(mind.Owner, ref mind.Comp))
|
|
return (false, false);
|
|
|
|
var antagonist = false;
|
|
var exclusiveAntag = false;
|
|
foreach (var role in mind.Comp.MindRoles)
|
|
{
|
|
if (!TryComp<MindRoleComponent>(role, out var roleComp))
|
|
{
|
|
Log.Error($"Mind Role Entity {ToPrettyString(role)} does not have a MindRoleComponent, despite being listed as a role belonging to {ToPrettyString(mind)}|");
|
|
continue;
|
|
}
|
|
|
|
antagonist |= roleComp.Antag;
|
|
exclusiveAntag |= roleComp.ExclusiveAntag;
|
|
}
|
|
|
|
return (antagonist, exclusiveAntag);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Play a sound for the mind, if it has a session attached.
|
|
/// Use this for role greeting sounds.
|
|
/// </summary>
|
|
public void MindPlaySound(EntityUid mindId, SoundSpecifier? sound, MindComponent? mind = null)
|
|
{
|
|
if (!Resolve(mindId, ref mind))
|
|
return;
|
|
|
|
if (Player.TryGetSessionById(mind.UserId, out var session))
|
|
_audio.PlayGlobal(sound, session);
|
|
}
|
|
|
|
// TODO ROLES Change to readonly.
|
|
// Passing around a reference to a prototype's hashset makes me uncomfortable because it might be accidentally
|
|
// mutated.
|
|
public HashSet<JobRequirement>? GetJobRequirement(JobPrototype job)
|
|
{
|
|
if (_requirementOverride != null && _requirementOverride.Jobs.TryGetValue(job.ID, out var req))
|
|
return req;
|
|
|
|
return job.Requirements;
|
|
}
|
|
|
|
// TODO ROLES Change to readonly.
|
|
public HashSet<JobRequirement>? GetJobRequirement(ProtoId<JobPrototype> job)
|
|
{
|
|
if (_requirementOverride != null && _requirementOverride.Jobs.TryGetValue(job, out var req))
|
|
return req;
|
|
|
|
return _prototypes.Index(job).Requirements;
|
|
}
|
|
|
|
// TODO ROLES Change to readonly.
|
|
public HashSet<JobRequirement>? GetAntagRequirement(ProtoId<AntagPrototype> antag)
|
|
{
|
|
if (_requirementOverride != null && _requirementOverride.Antags.TryGetValue(antag, out var req))
|
|
return req;
|
|
|
|
return _prototypes.Index(antag).Requirements;
|
|
}
|
|
|
|
// TODO ROLES Change to readonly.
|
|
public HashSet<JobRequirement>? GetAntagRequirement(AntagPrototype antag)
|
|
{
|
|
if (_requirementOverride != null && _requirementOverride.Antags.TryGetValue(antag.ID, out var req))
|
|
return req;
|
|
|
|
return antag.Requirements;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the localized name of a role type's subtype. If the provided subtype parameter turns out to be empty, it returns the localized name of the role type instead.
|
|
/// </summary>
|
|
public string GetRoleSubtypeLabel(LocId roleType, LocId? subtype)
|
|
{
|
|
return string.IsNullOrEmpty(subtype) ? Loc.GetString(roleType) : Loc.GetString(subtype);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on the client to update Role Type on the character window, in case it happened to be open.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public sealed class MindRoleTypeChangedEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|