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using Content.Server.GameObjects.Components.Observer ;
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using Content.Server.GameObjects.EntitySystems ;
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using Content.Server.Interfaces.GameTicking ;
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using Content.Server.Mobs ;
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using Robust.Shared.GameObjects ;
using Robust.Shared.Interfaces.GameObjects ;
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using Robust.Shared.Interfaces.Map ;
using Robust.Shared.IoC ;
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using Robust.Shared.Map ;
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using Robust.Shared.Localization ;
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using Robust.Shared.Serialization ;
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using Robust.Shared.Timers ;
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using Robust.Shared.Utility ;
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using Robust.Shared.ViewVariables ;
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namespace Content.Server.GameObjects.Components.Mobs
{
/// <summary>
/// Stores a <see cref="Server.Mobs.Mind"/> on a mob.
/// </summary>
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[RegisterComponent]
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public class MindComponent : Component , IExamine
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{
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private bool _showExamineInfo = false ;
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/// <inheritdoc />
public override string Name = > "Mind" ;
/// <summary>
/// The mind controlling this mob. Can be null.
/// </summary>
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[ViewVariables]
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public Mind Mind { get ; private set ; }
/// <summary>
/// True if we have a mind, false otherwise.
/// </summary>
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[ViewVariables]
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public bool HasMind = > Mind ! = null ;
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/// <summary>
/// Whether examining should show information about the mind or not.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool ShowExamineInfo
{
get = > _showExamineInfo ;
set = > _showExamineInfo = value ;
}
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/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalEjectMind ( )
{
Mind = null ;
}
/// <summary>
/// Don't call this unless you know what the hell you're doing.
/// Use <see cref="Mind.TransferTo(IEntity)"/> instead.
/// If that doesn't cover it, make something to cover it.
/// </summary>
public void InternalAssignMind ( Mind value )
{
Mind = value ;
}
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protected override void Shutdown ( )
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{
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base . Shutdown ( ) ;
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if ( HasMind )
{
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var visiting = Mind . VisitingEntity ;
if ( visiting ! = null )
{
if ( visiting . TryGetComponent ( out GhostComponent ghost ) )
{
ghost . CanReturnToBody = false ;
}
Mind . TransferTo ( visiting ) ;
}
else
{
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var spawnPosition = Owner . Transform . GridPosition ;
Timer . Spawn ( 0 , ( ) = >
{
// Async this so that we don't throw if the grid we're on is being deleted.
var mapMan = IoCManager . Resolve < IMapManager > ( ) ;
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if ( spawnPosition . GridID = = GridId . Invalid | | ! mapMan . GridExists ( spawnPosition . GridID ) )
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{
spawnPosition = IoCManager . Resolve < IGameTicker > ( ) . GetObserverSpawnPoint ( ) ;
}
var ghost = Owner . EntityManager . SpawnEntity ( "MobObserver" , spawnPosition ) ;
ghost . Name = Mind . CharacterName ;
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var ghostComponent = ghost . GetComponent < GhostComponent > ( ) ;
ghostComponent . CanReturnToBody = false ;
Mind . TransferTo ( ghost ) ;
} ) ;
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}
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}
}
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public override void ExposeData ( ObjectSerializer serializer )
{
base . ExposeData ( serializer ) ;
serializer . DataField ( ref _showExamineInfo , "show_examine_info" , false ) ;
}
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public void Examine ( FormattedMessage message , bool inDetailsRange )
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{
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if ( ! ShowExamineInfo | | ! inDetailsRange )
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return ;
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var dead = false ;
if ( Owner . TryGetComponent < SpeciesComponent > ( out var species ) )
if ( species . CurrentDamageState is DeadState )
dead = true ;
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if ( ! HasMind )
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message . AddMarkup ( ! dead
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? $"[color=red]" + Loc . GetString ( "{0:They} are totally catatonic. The stresses of life in deep-space must have been too much for {0:them}. Any recovery is unlikely." , Owner ) + "[/color]"
: $"[color=purple]" + Loc . GetString ( "{0:Their} soul has departed." , Owner ) + "[/color]" ) ;
else if ( Mind . Session = = null )
message . AddMarkup ( "[color=yellow]" + Loc . GetString ( "{0:They} have a blank, absent-minded stare and appears completely unresponsive to anything. {0:They} may snap out of it soon." , Owner ) + "[/color]" ) ;
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}
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}
}