fish-station/Content.Server/Ghost/GhostSystem.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
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#	Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs
#	Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs
#	Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs
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#	Resources/Textures/Structures/Storage/tanks.rsi/meta.json
#	Resources/migration.yml
#	RobustToolbox
#	SECURITY.md
#	SpaceStation14.sln
2025-12-26 04:19:27 +01:00

665 lines
28 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server._Sunrise.Ghost;
using Content.Server._Sunrise.NewLife;
using Content.Server.Administration.Logs;
using Content.Server.Chat.Managers;
using Content.Server.EUI;
using Content.Server.GameTicking;
using Content.Server.Mind;
using Content.Server.Roles.Jobs;
using Content.Shared.Actions;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Eye;
using Content.Shared.FixedPoint;
using Content.Shared.Follower;
using Content.Shared.Ghost;
using Content.Shared.Humanoid;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.NameModifier.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.Roles;
using Content.Shared.SSDIndicator;
using Content.Shared.Storage.Components;
using Content.Shared.Tag;
using Content.Shared.Warps;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Ghost
{
public sealed partial class GhostSystem : SharedGhostSystem
{
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly SharedEyeSystem _eye = default!;
[Dependency] private readonly FollowerSystem _followerSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly JobSystem _jobs = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly MindSystem _minds = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly ISharedPlayerManager _player = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly NameModifierSystem _nameMod = default!;
[Dependency] private readonly NewLifeSystem _newLifeSystem = default!;
[Dependency] private readonly EuiManager _euiManager = default!;
private EntityQuery<GhostComponent> _ghostQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private static readonly ProtoId<TagPrototype> AllowGhostShownByEventTag = "AllowGhostShownByEvent";
private static readonly ProtoId<DamageTypePrototype> AsphyxiationDamageType = "Asphyxiation";
private readonly Dictionary<ICommonSession, AcceptGhostEui> _openAcceptUis = new();
public override void Initialize()
{
base.Initialize();
_ghostQuery = GetEntityQuery<GhostComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
SubscribeLocalEvent<GhostComponent, ComponentStartup>(OnGhostStartup);
SubscribeLocalEvent<GhostComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<GhostComponent, ComponentShutdown>(OnGhostShutdown);
SubscribeLocalEvent<GhostComponent, ExaminedEvent>(OnGhostExamine);
SubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
SubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
SubscribeLocalEvent<GhostComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<GhostOnMoveComponent, MoveInputEvent>(OnRelayMoveInput);
SubscribeNetworkEvent<GhostWarpsRequestEvent>(OnGhostWarpsRequest);
SubscribeNetworkEvent<GhostReturnToBodyRequest>(OnGhostReturnToBodyRequest);
SubscribeNetworkEvent<GhostWarpToTargetRequestEvent>(OnGhostWarpToTargetRequest);
SubscribeNetworkEvent<GhostnadoRequestEvent>(OnGhostnadoRequest);
SubscribeLocalEvent<GhostComponent, BooActionEvent>(OnActionPerform);
SubscribeLocalEvent<GhostComponent, ToggleGhostHearingActionEvent>(OnGhostHearingAction);
SubscribeLocalEvent<GhostComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
SubscribeLocalEvent<RoundEndTextAppendEvent>(_ => MakeVisible(true));
SubscribeLocalEvent<ToggleGhostVisibilityToAllEvent>(OnToggleGhostVisibilityToAll);
SubscribeLocalEvent<GhostComponent, GetVisMaskEvent>(OnGhostVis);
}
private void OnGhostVis(Entity<GhostComponent> ent, ref GetVisMaskEvent args)
{
// If component not deleting they can see ghosts.
if (ent.Comp.LifeStage <= ComponentLifeStage.Running)
{
args.VisibilityMask |= (int)VisibilityFlags.Ghost;
}
}
// Sunrise-Start
public void OpenAcceptEui(EntityUid mindId, ICommonSession session)
{
if (session.AttachedEntity is not { Valid: true } attached)
return;
if (_openAcceptUis.ContainsKey(session))
CloseAcceptEui(session);
var eui = _openAcceptUis[session] = new AcceptGhostEui(mindId, this);
_euiManager.OpenEui(eui, session);
}
public void CloseAcceptEui(ICommonSession session)
{
if (!_openAcceptUis.ContainsKey(session))
return;
_openAcceptUis.Remove(session, out var eui);
eui?.Close();
}
// Sunrise-End
private void OnGhostHearingAction(EntityUid uid, GhostComponent component, ToggleGhostHearingActionEvent args)
{
args.Handled = true;
if (HasComp<GhostHearingComponent>(uid))
{
RemComp<GhostHearingComponent>(uid);
_actions.SetToggled(component.ToggleGhostHearingActionEntity, true);
}
else
{
AddComp<GhostHearingComponent>(uid);
_actions.SetToggled(component.ToggleGhostHearingActionEntity, false);
}
var str = HasComp<GhostHearingComponent>(uid)
? Loc.GetString("ghost-gui-toggle-hearing-popup-on")
: Loc.GetString("ghost-gui-toggle-hearing-popup-off");
Popup.PopupEntity(str, uid, uid);
Dirty(uid, component);
}
private void OnActionPerform(EntityUid uid, GhostComponent component, BooActionEvent args)
{
if (args.Handled)
return;
var entities = _lookup.GetEntitiesInRange(args.Performer, component.BooRadius).ToList();
// Shuffle the possible targets so we don't favor any particular entities
_random.Shuffle(entities);
var booCounter = 0;
foreach (var ent in entities)
{
var handled = DoGhostBooEvent(ent);
if (handled)
booCounter++;
if (booCounter >= component.BooMaxTargets)
break;
}
if (booCounter == 0)
_popup.PopupEntity(Loc.GetString("ghost-component-boo-action-failed"), uid, uid);
args.Handled = true;
}
private void OnRelayMoveInput(EntityUid uid, GhostOnMoveComponent component, ref MoveInputEvent args)
{
// If they haven't actually moved then ignore it.
if ((args.Entity.Comp.HeldMoveButtons &
(MoveButtons.Down | MoveButtons.Left | MoveButtons.Up | MoveButtons.Right)) == 0x0)
{
return;
}
// Let's not ghost if our mind is visiting...
if (HasComp<VisitingMindComponent>(uid))
return;
if (!_minds.TryGetMind(uid, out var mindId, out var mind) || mind.IsVisitingEntity)
return;
if (component.MustBeDead && (_mobState.IsAlive(uid) || _mobState.IsCritical(uid)))
return;
//OnGhostAttempt(mindId, component.CanReturn, mind: mind);
// Sunrise-Edit
if (_player.TryGetSessionById(mind.UserId, out var session))
OpenAcceptEui(mindId, session);
}
private void OnGhostStartup(EntityUid uid, GhostComponent component, ComponentStartup args)
{
// Allow this entity to be seen by other ghosts.
var visibility = EnsureComp<VisibilityComponent>(uid);
if (_gameTicker.RunLevel != GameRunLevel.PostRound)
{
_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
}
_eye.RefreshVisibilityMask(uid);
var time = _gameTiming.CurTime;
component.TimeOfDeath = time;
}
private void OnGhostShutdown(EntityUid uid, GhostComponent component, ComponentShutdown args)
{
// Perf: If the entity is deleting itself, no reason to change these back.
if (Terminating(uid))
return;
// Entity can't be seen by ghosts anymore.
if (TryComp(uid, out VisibilityComponent? visibility))
{
_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
}
// Entity can't see ghosts anymore.
_eye.RefreshVisibilityMask(uid);
_actions.RemoveAction(uid, component.BooActionEntity);
}
private void OnMapInit(EntityUid uid, GhostComponent component, MapInitEvent args)
{
_actions.AddAction(uid, ref component.BooActionEntity, component.BooAction);
_actions.AddAction(uid, ref component.ToggleGhostHearingActionEntity, component.ToggleGhostHearingAction);
_actions.AddAction(uid, ref component.ToggleLightingActionEntity, component.ToggleLightingAction);
_actions.AddAction(uid, ref component.ToggleFoVActionEntity, component.ToggleFoVAction);
_actions.AddAction(uid, ref component.ToggleGhostsActionEntity, component.ToggleGhostsAction);
// Sunrise-Start
_actions.AddAction(uid, ref component.GhostsThemeActionEntity, component.GhostsThemeAction);
// Sunrise-End
}
private void OnGhostExamine(EntityUid uid, GhostComponent component, ExaminedEvent args)
{
var timeSinceDeath = _gameTiming.RealTime.Subtract(component.TimeOfDeath);
var deathTimeInfo = timeSinceDeath.Minutes > 0
? Loc.GetString("comp-ghost-examine-time-minutes", ("minutes", timeSinceDeath.Minutes))
: Loc.GetString("comp-ghost-examine-time-seconds", ("seconds", timeSinceDeath.Seconds));
args.PushMarkup(deathTimeInfo);
}
#region Ghost Deletion
private void OnMindRemovedMessage(EntityUid uid, GhostComponent component, MindRemovedMessage args)
{
DeleteEntity(uid);
}
private void OnMindUnvisitedMessage(EntityUid uid, GhostComponent component, MindUnvisitedMessage args)
{
DeleteEntity(uid);
}
private void OnPlayerDetached(EntityUid uid, GhostComponent component, PlayerDetachedEvent args)
{
DeleteEntity(uid);
}
private void DeleteEntity(EntityUid uid)
{
if (Deleted(uid) || Terminating(uid))
return;
QueueDel(uid);
}
#endregion
private void OnGhostReturnToBodyRequest(GhostReturnToBodyRequest msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not {Valid: true} attached
|| !_ghostQuery.TryComp(attached, out var ghost)
|| !ghost.CanReturnToBody
|| !TryComp(attached, out ActorComponent? actor))
{
Log.Warning($"User {args.SenderSession.Name} sent an invalid {nameof(GhostReturnToBodyRequest)}");
return;
}
_mind.UnVisit(actor.PlayerSession);
}
#region Warp
private void OnGhostWarpsRequest(GhostWarpsRequestEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not {Valid: true} entity
|| !_ghostQuery.HasComp(entity))
{
Log.Warning($"User {args.SenderSession.Name} sent a {nameof(GhostWarpsRequestEvent)} without being a ghost.");
return;
}
// Sunrise edit start - для красивой гост меню
var response = new GhostWarpsResponseEvent(GetPlayerWarps().ToList(),
GetLocationWarps().ToList(),
GetAntagonistWarps().ToList());
// Sunrise edit end
RaiseNetworkEvent(response, args.SenderSession.Channel);
}
private void OnGhostWarpToTargetRequest(GhostWarpToTargetRequestEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not {Valid: true} attached
|| !_ghostQuery.HasComp(attached))
{
Log.Warning($"User {args.SenderSession.Name} tried to warp to {msg.Target} without being a ghost.");
return;
}
var target = GetEntity(msg.Target);
if (!Exists(target))
{
Log.Warning($"User {args.SenderSession.Name} tried to warp to an invalid entity id: {msg.Target}");
return;
}
WarpTo(attached, target);
}
private void OnGhostnadoRequest(GhostnadoRequestEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not {} uid
|| !_ghostQuery.HasComp(uid))
{
Log.Warning($"User {args.SenderSession.Name} tried to ghostnado without being a ghost.");
return;
}
if (_followerSystem.GetMostGhostFollowed() is not {} target)
return;
// If there is a ghostnado happening you almost definitely wanna join it, so we automatically follow instead of just warping.
_followerSystem.StartFollowingEntity(uid, target);
}
private void WarpTo(EntityUid uid, EntityUid target)
{
_adminLog.Add(LogType.GhostWarp, $"{ToPrettyString(uid)} ghost warped to {ToPrettyString(target)}");
if ((TryComp(target, out WarpPointComponent? warp) && warp.Follow) || HasComp<MobStateComponent>(target))
{
_followerSystem.StartFollowingEntity(uid, target);
return;
}
var xform = Transform(uid);
_transformSystem.SetCoordinates(uid, xform, Transform(target).Coordinates);
_transformSystem.AttachToGridOrMap(uid, xform);
if (_physicsQuery.TryComp(uid, out var physics))
_physics.SetLinearVelocity(uid, Vector2.Zero, body: physics);
}
/* SUNRISE EDIT - методы переделаны и вынесены в partial класс для гост панели
private IEnumerable<GhostWarp> GetLocationWarps()
{
var allQuery = AllEntityQuery<WarpPointComponent>();
while (allQuery.MoveNext(out var uid, out var warp))
{
yield return new GhostWarp(GetNetEntity(uid), warp.Location ?? Name(uid), true);
}
}
private IEnumerable<GhostWarp> GetPlayerWarps(EntityUid except)
{
foreach (var player in _player.Sessions)
{
if (player.AttachedEntity is not {Valid: true} attached)
continue;
if (attached == except) continue;
TryComp<MindContainerComponent>(attached, out var mind);
var jobName = _jobs.MindTryGetJobName(mind?.Mind);
var playerInfo = $"{Comp<MetaDataComponent>(attached).EntityName} ({jobName})";
if (_mobState.IsAlive(attached) || _mobState.IsCritical(attached))
yield return new GhostWarp(GetNetEntity(attached), playerInfo, false);
}
}
*/
#endregion
private void OnEntityStorageInsertAttempt(EntityUid uid, GhostComponent comp, ref InsertIntoEntityStorageAttemptEvent args)
{
args.Cancelled = true;
}
private void OnToggleGhostVisibilityToAll(ToggleGhostVisibilityToAllEvent ev)
{
if (ev.Handled)
return;
ev.Handled = true;
MakeVisible(true);
}
/// <summary>
/// When the round ends, make all players able to see ghosts.
/// </summary>
public void MakeVisible(bool visible)
{
var entityQuery = EntityQueryEnumerator<GhostComponent, VisibilityComponent>();
while (entityQuery.MoveNext(out var uid, out var _, out var vis))
{
if (!_tag.HasTag(uid, AllowGhostShownByEventTag))
continue;
if (visible)
{
_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
}
else
{
_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
}
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis);
}
}
public bool DoGhostBooEvent(EntityUid target)
{
var ghostBoo = new GhostBooEvent();
RaiseLocalEvent(target, ghostBoo, true);
return ghostBoo.Handled;
}
public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityUid targetEntity,
bool canReturn = false)
{
_transformSystem.TryGetMapOrGridCoordinates(targetEntity, out var spawnPosition);
return SpawnGhost(mind, spawnPosition, canReturn);
}
private bool IsValidSpawnPosition(EntityCoordinates? spawnPosition)
{
if (spawnPosition?.IsValid(EntityManager) != true)
return false;
var mapUid = _transformSystem.GetMap(spawnPosition.Value);
var gridUid = spawnPosition?.EntityId;
// Test if the map is being deleted
if (mapUid == null || TerminatingOrDeleted(mapUid.Value))
return false;
// Test if the grid is being deleted
if (gridUid != null && TerminatingOrDeleted(gridUid.Value))
return false;
return true;
}
public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityCoordinates? spawnPosition = null,
bool canReturn = false)
{
if (!Resolve(mind, ref mind.Comp))
return null;
// Test if the map or grid is being deleted
if (!IsValidSpawnPosition(spawnPosition))
spawnPosition = null;
// If it's bad, look for a valid point to spawn
spawnPosition ??= _gameTicker.GetObserverSpawnPoint();
// Make sure the new point is valid too
if (!IsValidSpawnPosition(spawnPosition))
{
Log.Warning($"No spawn valid ghost spawn position found for {mind.Comp.CharacterName}"
+ $" \"{ToPrettyString(mind)}\"");
_minds.TransferTo(mind.Owner, null, createGhost: false, mind: mind.Comp);
return null;
}
var ghost = SpawnAtPosition(GameTicker.ObserverPrototypeName, spawnPosition.Value);
var ghostComponent = Comp<GhostComponent>(ghost);
// Try setting the ghost entity name to either the character name or the player name.
// If all else fails, it'll default to the default entity prototype name, "observer".
// However, that should rarely happen.
if (!string.IsNullOrWhiteSpace(mind.Comp.CharacterName))
_metaData.SetEntityName(ghost, mind.Comp.CharacterName);
else if (mind.Comp.UserId is { } userId && _player.TryGetSessionById(userId, out var session))
_metaData.SetEntityName(ghost, session.Name);
if (mind.Comp.TimeOfDeath.HasValue)
{
SetTimeOfDeath((ghost, ghostComponent), mind.Comp.TimeOfDeath!.Value);
}
SetCanReturnToBody((ghost, ghostComponent), canReturn);
if (canReturn)
_minds.Visit(mind.Owner, ghost, mind.Comp);
else
_minds.TransferTo(mind.Owner, ghost, mind: mind.Comp);
Log.Debug($"Spawned ghost \"{ToPrettyString(ghost)}\" for {mind.Comp.CharacterName}.");
// we changed the entity name above
// we have to call this after the mind has been transferred since some mind roles modify the ghost's name
_nameMod.RefreshNameModifiers(ghost);
return ghost;
}
public bool OnGhostAttempt(EntityUid mindId, bool canReturnGlobal, bool viaCommand = false, bool forced = false, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return false;
var playerEntity = mind.CurrentEntity;
if (playerEntity != null && viaCommand)
{
if (forced)
_adminLog.Add(LogType.Mind, $"{ToPrettyString(playerEntity.Value):player} was forced to ghost via command");
else
_adminLog.Add(LogType.Mind, $"{ToPrettyString(playerEntity.Value):player} is attempting to ghost via command");
}
var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
RaiseLocalEvent(handleEv);
// Something else has handled the ghost attempt for us! We return its result.
if (handleEv.Handled)
return handleEv.Result;
if (mind.PreventGhosting && !forced)
{
if (_player.TryGetSessionById(mind.UserId, out var session)) // Logging is suppressed to prevent spam from ghost attempts caused by movement attempts
{
_chatManager.DispatchServerMessage(session, Loc.GetString("comp-mind-ghosting-prevented"),
true);
}
return false;
}
if (TryComp<GhostComponent>(playerEntity, out var comp) && !comp.CanGhostInteract)
return false;
if (mind.VisitingEntity != default)
{
_mind.UnVisit(mindId, mind: mind);
}
var position = Exists(playerEntity)
? Transform(playerEntity.Value).Coordinates
: _gameTicker.GetObserverSpawnPoint();
if (position == default)
return false;
// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
// Note that we could theoretically be ICly dead and still physically alive and vice versa.
// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
// (If the mob survives, that's a bug. Ghosting is kept regardless.)
var canReturn = canReturnGlobal && _mind.IsCharacterDeadPhysically(mind);
if (_configurationManager.GetCVar(CCVars.GhostKillCrit) &&
canReturnGlobal &&
TryComp(playerEntity, out MobStateComponent? mobState))
{
if (_mobState.IsCritical(playerEntity.Value, mobState))
{
canReturn = true;
//todo: what if they dont breathe lol
//cry deeply
FixedPoint2 dealtDamage = 200;
if (TryComp<DamageableComponent>(playerEntity, out var damageable)
&& TryComp<MobThresholdsComponent>(playerEntity, out var thresholds))
{
var playerDeadThreshold = _mobThresholdSystem.GetThresholdForState(playerEntity.Value, MobState.Dead, thresholds);
dealtDamage = playerDeadThreshold - damageable.TotalDamage;
}
DamageSpecifier damage = new(_prototypeManager.Index(AsphyxiationDamageType), dealtDamage);
_damageable.ChangeDamage(playerEntity.Value, damage, true, useVariance: false, useModifier: false); // Sunrise-Edit
}
}
if (playerEntity != null)
_adminLog.Add(LogType.Mind, $"{ToPrettyString(playerEntity.Value):player} ghosted{(!canReturn ? " (non-returnable)" : "")}");
var ghost = SpawnGhost((mindId, mind), position, canReturn);
// Sunrise-Start
if (mind.UserId.HasValue)
_newLifeSystem.SetNextAllowRespawn(mind.UserId.Value, _gameTiming.CurTime + TimeSpan.FromMinutes(_newLifeSystem.NewLifeTimeout));
// Sunrise-End
if (ghost == null)
return false;
return true;
}
}
public sealed class GhostAttemptHandleEvent(MindComponent mind, bool canReturnGlobal) : HandledEntityEventArgs
{
public MindComponent Mind { get; } = mind;
public bool CanReturnGlobal { get; } = canReturnGlobal;
public bool Result { get; set; }
}
}