fish-station/Content.Shared/Mind/SharedMindSystem.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
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#	SpaceStation14.sln
2025-12-26 04:19:27 +01:00

762 lines
27 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Emoting;
using Content.Shared.Examine;
using Content.Shared.GameTicking;
using Content.Shared.Humanoid;
using Content.Shared.Interaction.Events;
using Content.Shared.Movement.Components;
using Content.Shared.Mind.Components;
using Content.Shared.Mind.Filters;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Objectives.Systems;
using Content.Shared.Players;
using Content.Shared.Speech;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Shared.Mind;
public abstract partial class SharedMindSystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
[Dependency] private readonly SharedPlayerSystem _player = default!;
[Dependency] private readonly ISharedPlayerManager _playerManager = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[ViewVariables]
protected readonly Dictionary<NetUserId, EntityUid> UserMinds = new();
private HashSet<Entity<MindComponent>> _pickingMinds = new();
private readonly EntProtoId _mindProto = "MindBase";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MindContainerComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<MindContainerComponent, SuicideEvent>(OnSuicide);
SubscribeLocalEvent<VisitingMindComponent, EntityTerminatingEvent>(OnVisitingTerminating);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
SubscribeLocalEvent<MindComponent, ComponentStartup>(OnMindStartup);
SubscribeLocalEvent<MindComponent, EntityRenamedEvent>(OnRenamed);
InitializeRelay();
}
public override void Shutdown()
{
base.Shutdown();
WipeAllMinds();
}
private void OnMindStartup(EntityUid uid, MindComponent component, ComponentStartup args)
{
component.MindRoleContainer = _container.EnsureContainer<Container>(uid, MindComponent.MindRoleContainerId);
if (component.UserId == null)
return;
if (UserMinds.TryAdd(component.UserId.Value, uid))
return;
var existing = UserMinds[component.UserId.Value];
if (existing == uid)
return;
if (!Exists(existing))
{
Log.Error($"Found deleted entity in mind dictionary while initializing mind {ToPrettyString(uid)}");
UserMinds[component.UserId.Value] = uid;
return;
}
Log.Error($"Encountered a user {component.UserId} that is already assigned to a mind while initializing mind {ToPrettyString(uid)}. Ignoring user field.");
component.UserId = null;
}
private void OnReset(RoundRestartCleanupEvent ev)
{
WipeAllMinds();
}
public virtual void WipeAllMinds()
{
Log.Info($"Wiping all minds");
foreach (var mind in UserMinds.Values.ToArray())
{
WipeMind(mind);
}
if (UserMinds.Count == 0)
return;
foreach (var mind in UserMinds.Values)
{
if (Exists(mind))
Log.Error($"Failed to wipe mind: {ToPrettyString(mind)}");
}
UserMinds.Clear();
}
public EntityUid? GetMind(NetUserId user)
{
TryGetMind(user, out var mind, out _);
return mind;
}
public virtual bool TryGetMind(NetUserId user, [NotNullWhen(true)] out EntityUid? mindId, [NotNullWhen(true)] out MindComponent? mind)
{
if (UserMinds.TryGetValue(user, out var mindIdValue) &&
TryComp(mindIdValue, out mind))
{
DebugTools.Assert(mind.UserId == user);
mindId = mindIdValue;
return true;
}
mindId = null;
mind = null;
return false;
}
public bool TryGetMind(NetUserId user, [NotNullWhen(true)] out Entity<MindComponent>? mind)
{
if (!TryGetMind(user, out var mindId, out var mindComp))
{
mind = null;
return false;
}
mind = (mindId.Value, mindComp);
return true;
}
public Entity<MindComponent> GetOrCreateMind(NetUserId user)
{
if (!TryGetMind(user, out var mind))
mind = CreateMind(user);
return mind.Value;
}
/// <summary>
/// Sets whether mind examination info should be shown for an entity.
/// </summary>
public void SetExamineInfo(EntityUid uid, bool showInfo)
{
if (TryComp<MindContainerComponent>(uid, out var mindContainer))
{
mindContainer.ShowExamineInfo = showInfo;
Dirty(uid, mindContainer);
}
}
private void OnVisitingTerminating(EntityUid uid, VisitingMindComponent component, ref EntityTerminatingEvent args)
{
if (component.MindId != null)
UnVisit(component.MindId.Value);
}
private void OnExamined(EntityUid uid, MindContainerComponent mindContainer, ExaminedEvent args)
{
if (!mindContainer.ShowExamineInfo || !args.IsInDetailsRange)
return;
// TODO: Move this out of the SharedMindSystem into its own comp and predict it
if (_net.IsClient)
return;
var dead = _mobState.IsDead(uid);
var mind = CompOrNull<MindComponent>(mindContainer.Mind);
var hasUserId = mind?.UserId;
var hasActiveSession = hasUserId != null && _playerManager.ValidSessionId(hasUserId.Value);
// Scenarios:
// 1. Dead + No User ID: Entity is permanently dead with no player ever attached
// 2. Dead + Has User ID + No Session: Player died and disconnected
// 3. Dead + Has Session: Player is dead but still connected
// 4. Alive + No User ID: Entity was never controlled by a player
// 5. Alive + No Session: Player disconnected while alive (SSD)
if (dead && hasUserId == null)
args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-dead-and-irrecoverable", ("ent", uid))}[/color]");
else if (dead && !hasActiveSession)
args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-dead-and-ssd", ("ent", uid))}[/color]");
else if (dead)
args.PushMarkup($"[color=red]{Loc.GetString("comp-mind-examined-dead", ("ent", uid))}[/color]");
else if (hasUserId == null)
args.PushMarkup($"[color=mediumpurple]{Loc.GetString("comp-mind-examined-catatonic", ("ent", uid))}[/color]");
else if (!hasActiveSession)
args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", uid))}[/color]");
}
/// <summary>
/// Checks to see if the user's mind prevents them from suicide
/// Handles the suicide event without killing the user if true
/// </summary>
private void OnSuicide(EntityUid uid, MindContainerComponent component, SuicideEvent args)
{
if (args.Handled)
return;
if (TryComp(component.Mind, out MindComponent? mind) && mind.PreventSuicide)
args.Handled = true;
}
private void OnRenamed(Entity<MindComponent> ent, ref EntityRenamedEvent args)
{
ent.Comp.CharacterName = args.NewName;
Dirty(ent);
}
public EntityUid? GetMind(EntityUid uid, MindContainerComponent? mind = null)
{
if (!Resolve(uid, ref mind))
return null;
if (mind.HasMind)
return mind.Mind;
return null;
}
public Entity<MindComponent> CreateMind(NetUserId? userId, string? name = null)
{
var mindId = Spawn(_mindProto, MapCoordinates.Nullspace);
_metadata.SetEntityName(mindId, name == null ? "mind" : $"mind ({name})");
var mind = EnsureComp<MindComponent>(mindId);
mind.CharacterName = name;
SetUserId(mindId, userId, mind);
return (mindId, mind);
}
/// <summary>
/// True if the OwnedEntity of this mind is physically dead.
/// This specific definition, as opposed to CharacterDeadIC, is used to determine if ghosting should allow return.
/// </summary>
public bool IsCharacterDeadPhysically(MindComponent mind)
{
// This is written explicitly so that the logic can be understood.
// But it's also weird and potentially situational.
// Specific considerations when updating this:
// + Does being turned into a borg (if/when implemented) count as dead?
// *If not, add specific conditions to users of this property where applicable.*
// + Is being transformed into a donut 'dead'?
// TODO: Consider changing the way ghost roles work.
// Mind is an *IC* mind, therefore ghost takeover is IC revival right now.
// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
if (mind.OwnedEntity == null)
return true;
// This can be null if they're deleted (spike / brain nom)
var targetMobState = EntityManager.GetComponentOrNull<MobStateComponent>(mind.OwnedEntity);
// This can be null if it's a brain (this happens very often)
// Brains are the result of gibbing so should definitely count as dead
if (targetMobState == null)
return true;
// They might actually be alive.
return _mobState.IsDead(mind.OwnedEntity.Value, targetMobState);
}
/// <summary>
/// True if the OwnedEntity of this mind is physically unrevivable.
/// This is mainly to check whether a mind is able to inherit their "original" character again without the need for creating a new one.
/// In cases of being a brain, being borged or a zombie they are "unrevivable"
/// </summary>
public bool IsCharacterUnrevivablePhysically(MindComponent mind)
{
if (mind.OwnedEntity == null)
return true;
// This entity cannot be dead, alive or crit, so it makes sense it cannot be revived to begin with.
if (!HasComp<MobStateComponent>(mind.OwnedEntity))
return true;
// Could use checks for the amount of damage they have, but with chemistry you can never tell what damage means someone is truly "unrevivable".
return false;
}
public virtual void Visit(EntityUid mindId, EntityUid entity, MindComponent? mind = null)
{
}
/// <summary>
/// Returns the mind to its original entity.
/// </summary>
public virtual void UnVisit(EntityUid mindId, MindComponent? mind = null)
{
}
/// <summary>
/// Returns the mind to its original entity.
/// </summary>
public void UnVisit(ICommonSession? player)
{
if (player == null || !TryGetMind(player, out var mindId, out var mind))
return;
UnVisit(mindId, mind);
}
/// <summary>
/// Cleans up the VisitingEntity.
/// </summary>
/// <param name="mind"></param>
protected void RemoveVisitingEntity(EntityUid mindId, MindComponent mind)
{
if (mind.VisitingEntity == null)
return;
var oldVisitingEnt = mind.VisitingEntity.Value;
// Null this before removing the component to avoid any infinite loops.
mind.VisitingEntity = null;
if (TryComp(oldVisitingEnt, out VisitingMindComponent? visitComp))
{
visitComp.MindId = null;
RemCompDeferred(oldVisitingEnt, visitComp);
}
Dirty(mindId, mind);
RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage(), true);
}
public void WipeMind(ICommonSession player)
{
var mind = _player.ContentData(player)?.Mind;
DebugTools.Assert(GetMind(player.UserId) == mind);
WipeMind(mind);
}
/// <summary>
/// Detaches a mind from all entities and clears the user ID.
/// </summary>
public void WipeMind(EntityUid? mindId, MindComponent? mind = null)
{
if (mindId == null || !Resolve(mindId.Value, ref mind, false))
return;
TransferTo(mindId.Value, null, createGhost:false, mind: mind);
SetUserId(mindId.Value, null, mind: mind);
}
/// <summary>
/// Transfer this mind's control over to a new entity.
/// </summary>
/// <param name="mindId">The mind to transfer</param>
/// <param name="entity">
/// The entity to control.
/// Can be null, in which case it will simply detach the mind from any entity.
/// </param>
/// <param name="ghostCheckOverride">
/// If true, skips ghost check for Visiting Entity
/// </param>
/// <exception cref="ArgumentException">
/// Thrown if <paramref name="entity"/> is already controlled by another player.
/// </exception>
public virtual void TransferTo(EntityUid mindId, EntityUid? entity, bool ghostCheckOverride = false, bool createGhost = true, MindComponent? mind = null)
{
}
public virtual void ControlMob(EntityUid user, EntityUid target) {}
public virtual void ControlMob(NetUserId user, EntityUid target) {}
/// <summary>
/// Tries to create and add an objective from its prototype id.
/// </summary>
/// <returns>Returns true if adding the objective succeeded.</returns>
public bool TryAddObjective(EntityUid mindId, MindComponent mind, string proto)
{
var objective = _objectives.TryCreateObjective(mindId, mind, proto);
if (objective == null)
return false;
AddObjective(mindId, mind, objective.Value);
return true;
}
/// <summary>
/// Adds an objective that already exists, and is assumed to have had its requirements checked.
/// </summary>
public void AddObjective(EntityUid mindId, MindComponent mind, EntityUid objective)
{
var title = Name(objective);
_adminLogger.Add(LogType.Mind, LogImpact.Low, $"Objective {objective} ({title}) added to mind of {MindOwnerLoggingString(mind)}");
mind.Objectives.Add(objective);
}
/// <summary>
/// Removes an objective from this mind.
/// </summary>
/// <returns>Returns true if the removal succeeded.</returns>
public bool TryRemoveObjective(EntityUid mindId, MindComponent mind, int index)
{
if (index < 0 || index >= mind.Objectives.Count)
return false;
var objective = mind.Objectives[index];
var title = Name(objective);
_adminLogger.Add(LogType.Mind, LogImpact.Low, $"Objective {objective} ({title}) removed from the mind of {MindOwnerLoggingString(mind)}");
mind.Objectives.Remove(objective);
// garbage collection - only delete the objective entity if no mind uses it anymore
// This comes up for stuff like paradox clones where the objectives share the same entity
var mindQuery = AllEntityQuery<MindComponent>();
while (mindQuery.MoveNext(out _, out var queryComp))
{
if (queryComp.Objectives.Contains(objective))
return true;
}
Del(objective);
return true;
}
public bool TryGetObjectiveComp<T>(EntityUid uid, [NotNullWhen(true)] out T? objective) where T : IComponent
{
if (TryGetMind(uid, out var mindId, out var mind) && TryGetObjectiveComp(mindId, out objective, mind))
{
return true;
}
objective = default;
return false;
}
public bool TryGetObjectiveComp<T>(EntityUid mindId, [NotNullWhen(true)] out T? objective, MindComponent? mind = null) where T : IComponent
{
if (Resolve(mindId, ref mind))
{
var query = GetEntityQuery<T>();
foreach (var uid in mind.Objectives)
{
if (query.TryGetComponent(uid, out objective))
{
return true;
}
}
}
objective = default;
return false;
}
/// <summary>
/// Copies objectives from one mind to another, so that they are shared between two players.
/// </summary>
/// <remarks>
/// Only copies the reference to the objective entity, not the entity itself.
/// This relies on the fact that objectives are never changed after spawning them.
/// If someone ever changes that, they will have to address this.
/// </remarks>
/// <param name="source"> mind entity of the player to copy from </param>
/// <param name="target"> mind entity of the player to copy to </param>
/// <param name="except"> whitelist for objectives that should be copied </param>
/// <param name="except"> blacklist for objectives that should not be copied </param>
public void CopyObjectives(Entity<MindComponent?> source, Entity<MindComponent?> target, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
{
if (!Resolve(source, ref source.Comp) || !Resolve(target, ref target.Comp))
return;
foreach (var objective in source.Comp.Objectives)
{
if (target.Comp.Objectives.Contains(objective))
continue; // target already has this objective
if (_whitelist.CheckBoth(objective, blacklist, whitelist))
AddObjective(target, target.Comp, objective);
}
}
/// <summary>
/// Tries to find an objective that has the same prototype as the argument.
/// </summary>
/// <remarks>
/// Will not work for objectives that have no prototype, or duplicate objectives with the same prototype.
/// <//remarks>
public bool TryFindObjective(Entity<MindComponent?> mind, string prototype, [NotNullWhen(true)] out EntityUid? objective)
{
objective = null;
if (!Resolve(mind, ref mind.Comp))
return false;
foreach (var uid in mind.Comp.Objectives)
{
if (MetaData(uid).EntityPrototype?.ID == prototype)
{
objective = uid;
return true;
}
}
return false;
}
/// <summary>
/// Gets a mind from uid and/or MindContainerComponent. Used for null checks.
/// </summary>
/// <param name="uid">Entity UID that owns the mind.</param>
/// <param name="mindId">The mind id.</param>
/// <param name="mind">The returned mind.</param>
/// <param name="container">Mind component on <paramref name="uid"/> to get the mind from.</param>
/// <returns>True if mind found. False if not.</returns>
public bool TryGetMind(
EntityUid uid,
out EntityUid mindId,
[NotNullWhen(true)] out MindComponent? mind,
MindContainerComponent? container = null,
VisitingMindComponent? visitingmind = null)
{
mindId = default;
mind = null;
if (!Resolve(uid, ref container, false))
return false;
if (!container.HasMind)
{
// The container has no mind. Check for a visiting mind...
if (!Resolve(uid, ref visitingmind, false))
return false;
mindId = visitingmind.MindId ?? default;
return TryComp(mindId, out mind);
}
mindId = container.Mind ?? default;
return TryComp(mindId, out mind);
}
// TODO MIND make this return a nullable EntityUid or Entity<MindComponent>
public bool TryGetMind(
ICommonSession? player,
out EntityUid mindId,
[NotNullWhen(true)] out MindComponent? mind)
{
if (player == null)
{
mindId = default;
mind = null;
return false;
}
if (TryGetMind(player.UserId, out var mindUid, out mind))
{
mindId = mindUid.Value;
return true;
}
mindId = default;
return false;
}
/// <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 virtual void SetUserId(EntityUid mindId, NetUserId? userId, MindComponent? mind = null)
{
}
/// <summary>
/// True if this Mind is 'sufficiently dead' IC (Objectives, EndText).
/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
/// "If administrators decide that zombies are dead, this returns true for zombies."
/// (Maybe you were looking for the action blocker system?)
/// </summary>
public bool IsCharacterDeadIc(MindComponent mind)
{
if (mind.OwnedEntity is { } owned)
{
var ev = new GetCharactedDeadIcEvent(null);
RaiseLocalEvent(owned, ref ev);
if (ev.Dead != null)
return ev.Dead.Value;
}
return IsCharacterDeadPhysically(mind);
}
/// <summary>
/// True if this Mind is 'sufficiently unrevivable' IC (Objectives, EndText).
/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
/// "If administrators decide that zombies are unrevivable, this returns true for zombies."
/// Alternative IsCharacterDeadIC that checks for whether they will be able to inherit their body again.
/// State in which they must be given a new body to "live" (borging, being a brain, etc) should count as "unrevivable".
/// </summary>
public bool IsCharacterUnrevivableIc(MindComponent mind)
{
if (mind.OwnedEntity is { } owned)
{
var ev = new GetCharacterUnrevivableIcEvent(null);
RaiseLocalEvent(owned, ref ev);
if (ev.Unrevivable != null)
return ev.Unrevivable.Value;
}
return IsCharacterUnrevivablePhysically(mind);
}
/// <summary>
/// A string to represent the mind for logging.
/// </summary>
public MindStringRepresentation MindOwnerLoggingString(MindComponent mind)
{
return new MindStringRepresentation(
ToPrettyString(mind.OwnedEntity),
mind.UserId != null,
mind.UserId ?? mind.OriginalOwnerUserId);
}
public string? GetCharacterName(NetUserId userId)
{
return TryGetMind(userId, out _, out var mind) ? mind.CharacterName : null;
}
/// <summary>
/// Returns a list of every living humanoid player's minds, except for a single one which is exluded.
/// A new hashset is allocated for every call, consider using <see cref="AddAliveHumans"/> instead.
/// </summary>
public HashSet<Entity<MindComponent>> GetAliveHumans(EntityUid? exclude = null)
{
var allHumans = new HashSet<Entity<MindComponent>>();
AddAliveHumans(allHumans, exclude);
return allHumans;
}
/// <summary>
/// Adds to a hashset every living humanoid player's minds, except for a single one which is exluded.
/// </summary>
public void AddAliveHumans(HashSet<Entity<MindComponent>> allHumans, EntityUid? exclude = null)
{
// HumanoidAppearanceComponent is used to prevent mice, pAIs, etc from being chosen
var query = EntityQueryEnumerator<HumanoidAppearanceComponent, MobStateComponent>();
while (query.MoveNext(out var uid, out _, out var mobState))
{
// the player needs to have a mind and not be the excluded one +
// the player has to be alive
if (!TryGetMind(uid, out var mind, out var mindComp) || mind == exclude || !_mobState.IsAlive(uid, mobState))
continue;
allHumans.Add((mind, mindComp));
}
}
/// <summary>
/// Picks a random mind from a pool after applying a list of filters.
/// Returns null if no valid mind could be found.
/// </summary>
public Entity<MindComponent>? PickFromPool(IMindPool pool, List<MindFilter> filters, EntityUid? exclude = null)
{
_pickingMinds.Clear();
pool.FindMinds(_pickingMinds, exclude, EntityManager, this);
FilterMinds(_pickingMinds, filters, exclude);
if (_pickingMinds.Count == 0)
return null;
return _random.Pick(_pickingMinds);
}
/// <summary>
/// Filters minds from a hashset using a single <see cref="MindFilter"/>.
/// </summary>
public void FilterMinds(HashSet<Entity<MindComponent>> minds, MindFilter filter, EntityUid? exclude = null)
{
minds.RemoveWhere(mind => filter.Filter(mind, exclude, EntityManager, this));
}
/// <summary>
/// Filters minds from a hashset using a list of <see cref="MindFilter"/>s to apply sequentially.
/// </summary>
public void FilterMinds(HashSet<Entity<MindComponent>> minds, List<MindFilter> filters, EntityUid? exclude = null)
{
foreach (var filter in filters)
{
// no point calling it if there are none left
if (minds.Count == 0)
break;
FilterMinds(minds, filter, exclude);
}
}
/// <summary>
/// Give sentience to a target entity by attaching necessary components.
/// </summary>
/// <param name="uid">Uid of the target entity.</param>
/// <param name="allowMovement">Whether the target entity should be able to move.</param>
/// <param name="allowSpeech">Whether the target entity should be able to talk.</param>
public void MakeSentient(EntityUid uid, bool allowMovement = true, bool allowSpeech = true)
{
EnsureComp<MindContainerComponent>(uid);
if (allowMovement)
{
EnsureComp<InputMoverComponent>(uid);
EnsureComp<MobMoverComponent>(uid);
EnsureComp<MovementSpeedModifierComponent>(uid);
}
if (allowSpeech)
{
EnsureComp<SpeechComponent>(uid);
EnsureComp<EmotingComponent>(uid);
}
EnsureComp<ExaminerComponent>(uid);
}
}
/// <summary>
/// Raised on an entity to determine whether or not they are "dead" in IC-logic.
/// If not handled, then it will simply check if they are dead physically.
/// </summary>
/// <param name="Dead"></param>
[ByRefEvent]
public record struct GetCharactedDeadIcEvent(bool? Dead);
/// <summary>
/// Raised on an entity to determine whether or not they are "unrevivable" in IC-logic.
/// Used to check for things such as being borged or a zombie.
/// </summary>
/// <param name="Unrevivable"></param>
[ByRefEvent]
public record struct GetCharacterUnrevivableIcEvent(bool? Unrevivable);
public sealed record MindStringRepresentation(EntityStringRepresentation? OwnedEntity, bool PlayerPresent, NetUserId? Player) : IAdminLogsPlayerValue
{
public override string ToString()
{
var str = OwnedEntity?.ToString() ?? "mind without entity";
if (Player != null)
str += $" ({(PlayerPresent ? "" : "originally ")} {Player})";
return str;
}
IEnumerable<NetUserId> IAdminLogsPlayerValue.Players => Player == null ? [] : [Player.Value];
}