public sealed class MindSystem : SharedMindSystem
{
+ public override void Initialize()
+ {
+ base.Initialize();
+ SubscribeLocalEvent<MindComponent, AfterAutoHandleStateEvent>(OnHandleState);
+ }
+
+ private void OnHandleState(EntityUid uid, MindComponent component, ref AfterAutoHandleStateEvent args)
+ {
+ // Because minds are generally not networked, there might be weird situations were a client thinks multiple
+ // users share a mind? E.g., if an admin periodical gets sent all minds via some PVS override, but doesn't get
+ // sent intermediate states? Not sure if this is actually possible, but better to be safe.
+ foreach (var (user, mind) in UserMinds)
+ {
+ if (mind == uid)
+ UserMinds.Remove(user);
+ }
+
+ if (component.UserId != null)
+ UserMinds[component.UserId.Value] = uid;
+ }
}
var entity = entMan.SpawnEntity(null, new MapCoordinates());
var mindComp = entMan.EnsureComponent<MindContainerComponent>(entity);
- var mindId = mindSystem.CreateMind(null);
- var mind = entMan.GetComponent<MindComponent>(mindId);
+ var mind = mindSystem.CreateMind(null);
- Assert.That(mind.UserId, Is.EqualTo(null));
+ Assert.That(mind.Comp.UserId, Is.EqualTo(null));
- mindSystem.TransferTo(mindId, entity, mind: mind);
- Assert.That(mindSystem.GetMind(entity, mindComp), Is.EqualTo(mindId));
+ mindSystem.TransferTo(mind, entity, mind: mind);
+ Assert.That(mindSystem.GetMind(entity, mindComp), Is.EqualTo(mind.Owner));
});
await pair.CleanReturnAsync();
var entity = entMan.SpawnEntity(null, new MapCoordinates());
var mindComp = entMan.EnsureComponent<MindContainerComponent>(entity);
- var mindId = mindSystem.CreateMind(null);
+ var mindId = mindSystem.CreateMind(null).Owner;
mindSystem.TransferTo(mindId, entity);
Assert.That(mindSystem.GetMind(entity, mindComp), Is.EqualTo(mindId));
- var mind2 = mindSystem.CreateMind(null);
+ var mind2 = mindSystem.CreateMind(null).Owner;
mindSystem.TransferTo(mind2, entity);
Assert.Multiple(() =>
{
var mindComp = entMan.EnsureComponent<MindContainerComponent>(entity);
entMan.EnsureComponent<MindContainerComponent>(targetEntity);
- var mind = mindSystem.CreateMind(null);
+ var mind = mindSystem.CreateMind(null).Owner;
mindSystem.TransferTo(mind, entity);
var entity = entMan.SpawnEntity(null, new MapCoordinates());
var mindComp = entMan.EnsureComponent<MindContainerComponent>(entity);
- var mindId = mindSystem.CreateMind(null);
+ var mindId = mindSystem.CreateMind(null).Owner;
var mind = entMan.EnsureComponent<MindComponent>(mindId);
Assert.That(mind.UserId, Is.EqualTo(null));
public async Task TestPlayerCanGhost()
{
// Client is needed to spawn session
- await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true });
+ await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true, DummyTicker = false });
var server = pair.Server;
var entMan = server.ResolveDependency<IServerEntityManager>();
+using Content.Server.Mind;
using Content.Shared.Administration;
-using Content.Shared.Mind;
using Robust.Server.Player;
using Robust.Shared.Console;
return;
}
- var mindSystem = _entities.System<SharedMindSystem>();
- if (!mindSystem.TryGetMind(target, out var mindId, out var mind))
- {
- shell.WriteLine(Loc.GetString("shell-entity-is-not-mob"));
- return;
- }
-
- mindSystem.TransferTo(mindId, target, mind: mind);
+ _entities.System<MindSystem>().ControlMob(player.UserId, target);
}
}
}
using Content.Server.Disposal.Tube.Components;
using Content.Server.EUI;
using Content.Server.Ghost.Roles;
+using Content.Server.Mind;
using Content.Server.Mind.Commands;
using Content.Server.Prayer;
using Content.Server.Xenoarchaeology.XenoArtifacts;
using Content.Shared.Examine;
using Content.Shared.GameTicking;
using Content.Shared.Inventory;
-using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Popups;
using Content.Shared.Verbs;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly PrayerSystem _prayerSystem = default!;
[Dependency] private readonly EuiManager _eui = default!;
- [Dependency] private readonly SharedMindSystem _mindSystem = default!;
+ [Dependency] private readonly MindSystem _mindSystem = default!;
[Dependency] private readonly ToolshedManager _toolshed = default!;
[Dependency] private readonly RejuvenateSystem _rejuvenate = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
// TODO VERB ICON control mob icon
Act = () =>
{
- MakeSentientCommand.MakeSentient(args.Target, EntityManager);
-
- if (!_minds.TryGetMind(player, out var mindId, out var mind))
- return;
-
- _mindSystem.TransferTo(mindId, args.Target, ghostCheckOverride: true, mind: mind);
+ _mindSystem.ControlMob(args.User, args.Target);
},
Impact = LogImpact.High,
ConfirmationPopup = true
var message = ExamineSystemShared.InRangeUnOccluded(args.User, args.Target)
? Loc.GetString("in-range-unoccluded-verb-on-activate-not-occluded")
: Loc.GetString("in-range-unoccluded-verb-on-activate-occluded");
-
+
_popup.PopupEntity(message, args.Target, args.User);
}
};
else if (mind.CurrentEntity != null && TryName(mind.CurrentEntity.Value, out var icName))
playerIcName = icName;
- var entity = mind.OriginalOwnedEntity;
- if (Exists(entity))
+ if (TryGetEntity(mind.OriginalOwnedEntity, out var entity))
_pvsOverride.AddGlobalOverride(entity.Value, recursive: true);
var roles = _roles.MindGetAllRoles(mindId);
{
// Mind
mind.CharacterName = name;
+ _entManager.Dirty(mindId, mind);
}
// Id Cards
using System.Diagnostics.CodeAnalysis;
using Content.Server.Administration.Logs;
using Content.Server.GameTicking;
+using Content.Server.Mind.Commands;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Mind;
mind.UserId = null;
}
- if (!TryComp(mind.OwnedEntity, out MetaDataComponent? meta) || meta.EntityLifeStage >= EntityLifeStage.Terminating)
- return;
+ if (mind.OwnedEntity != null && !TerminatingOrDeleted(mind.OwnedEntity.Value))
+ TransferTo(uid, null, mind: mind, createGhost: false);
- RaiseLocalEvent(mind.OwnedEntity.Value, new MindRemovedMessage(uid, mind), true);
mind.OwnedEntity = null;
- mind.OwnedComponent = null;
}
private void OnMindContainerTerminating(EntityUid uid, MindContainerComponent component, ref EntityTerminatingEvent args)
{
- // Let's not create ghosts if not in the middle of the round.
- if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
- return;
-
if (!TryGetMind(uid, out var mindId, out var mind, component))
return;
TransferTo(mindId, null, createGhost: false, mind: mind);
+ // Let's not create ghosts if not in the middle of the round.
+ if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
+ return;
+
+ // I just love convoluted entity shutdown logic that results in more entities being spawned.
if (component.GhostOnShutdown && mind.Session != null)
{
var xform = Transform(uid);
if (mind.VisitingEntity == null)
return;
- RemoveVisitingEntity(mind);
+ RemoveVisitingEntity(mindId, mind);
if (mind.Session == null || mind.Session.AttachedEntity == mind.VisitingEntity)
return;
if (mind == null && !Resolve(mindId, ref mind))
return;
- base.TransferTo(mindId, entity, ghostCheckOverride, createGhost, mind);
-
if (entity == mind.OwnedEntity)
return;
+ Dirty(mindId, mind);
MindContainerComponent? component = null;
var alreadyAttached = false;
}
else if (createGhost)
{
+ // TODO remove this option.
+ // Transfer-to-null should just detach a mind.
+ // If people want to create a ghost, that should be done explicitly via some TransferToGhost() method, not
+ // not implicitly via optional arguments.
+
var position = Deleted(mind.OwnedEntity)
? _gameTicker.GetObserverSpawnPoint().ToMap(EntityManager, _transform)
: Transform(mind.OwnedEntity.Value).MapPosition;
entity = Spawn("MobObserver", position);
+ component = EnsureComp<MindContainerComponent>(entity.Value);
var ghostComponent = Comp<GhostComponent>(entity.Value);
_ghosts.SetCanReturnToBody(ghostComponent, false);
}
- var oldComp = mind.OwnedComponent;
var oldEntity = mind.OwnedEntity;
- if (oldComp != null && oldEntity != null)
+ if (TryComp(oldEntity, out MindContainerComponent? oldContainer))
{
- if (oldComp.Mind != null)
- _pvsOverride.ClearOverride(oldComp.Mind.Value);
- oldComp.Mind = null;
- RaiseLocalEvent(oldEntity.Value, new MindRemovedMessage(oldEntity.Value, mind), true);
+ oldContainer.Mind = null;
+ mind.OwnedEntity = null;
+ Entity<MindComponent> mindEnt = (mindId, mind);
+ Entity<MindContainerComponent> containerEnt = (oldEntity.Value, oldContainer);
+ RaiseLocalEvent(oldEntity.Value, new MindRemovedMessage(mindEnt, containerEnt));
+ RaiseLocalEvent(mindId, new MindGotRemovedEvent(mindEnt, containerEnt));
+ Dirty(oldEntity.Value, oldContainer);
}
- SetOwnedEntity(mind, entity, component);
-
// Don't do the full deletion cleanup if we're transferring to our VisitingEntity
if (alreadyAttached)
{
|| !TryComp(mind.VisitingEntity!, out GhostComponent? ghostComponent) // visiting entity is not a Ghost
|| !ghostComponent.CanReturnToBody)) // it is a ghost, but cannot return to body anyway, so it's okay
{
- RemoveVisitingEntity(mind);
+ RemoveVisitingEntity(mindId, mind);
}
// Player is CURRENTLY connected.
Log.Info($"Session {session.Name} transferred to entity {entity}.");
}
- if (mind.OwnedComponent != null)
+ if (entity != null)
{
- mind.OwnedComponent.Mind = mindId;
- RaiseLocalEvent(mind.OwnedEntity!.Value, new MindAddedMessage(), true);
- mind.OriginalOwnedEntity ??= mind.OwnedEntity;
+ component!.Mind = mindId;
+ mind.OwnedEntity = entity;
+ mind.OriginalOwnedEntity ??= GetNetEntity(mind.OwnedEntity);
+ Entity<MindComponent> mindEnt = (mindId, mind);
+ Entity<MindContainerComponent> containerEnt = (entity.Value, component);
+ RaiseLocalEvent(entity.Value, new MindAddedMessage(mindEnt, containerEnt));
+ RaiseLocalEvent(mindId, new MindGotAddedEvent(mindEnt, containerEnt));
+ Dirty(entity.Value, component);
}
}
if (mind.UserId == userId)
return;
+ Dirty(mindId, mind);
_pvsOverride.ClearOverride(mindId);
if (userId != null && !_players.TryGetPlayerData(userId.Value, out _))
{
if (_players.GetPlayerData(userId.Value).ContentData() is { } data)
data.Mind = mindId;
}
+
+ public void ControlMob(EntityUid user, EntityUid target)
+ {
+ if (TryComp(user, out ActorComponent? actor))
+ ControlMob(actor.PlayerSession.UserId, target);
+ }
+
+ public void ControlMob(NetUserId user, EntityUid target)
+ {
+ var (mindId, mind) = GetOrCreateMind(user);
+
+ if (mind.CurrentEntity == target)
+ return;
+
+ if (mind.OwnedEntity == target)
+ {
+ UnVisit(mindId, mind);
+ return;
+ }
+
+ MakeSentientCommand.MakeSentient(target, EntityManager);
+ TransferTo(mindId, target, ghostCheckOverride: true, mind: mind);
+ }
}
if (component.AntagonistRole == null)
return;
- _roles.MindTryRemoveRole<SubvertedSiliconRoleComponent>(args.OldMindId);
+ _roles.MindTryRemoveRole<SubvertedSiliconRoleComponent>(args.Mind);
}
private void EnsureEmaggedRole(EntityUid uid, EmagSiliconLawComponent component)
using System.Diagnostics.CodeAnalysis;
+using Robust.Shared.GameStates;
namespace Content.Shared.Mind.Components
{
/// <summary>
- /// Stores a <see cref="MindComponent"/> on a mob.
+ /// This component indicates that this entity may have mind, which is simply an entity with a <see cref="MindComponent"/>.
+ /// The mind entity is not actually stored in a "container", but is simply stored in nullspace.
/// </summary>
- [RegisterComponent, Access(typeof(SharedMindSystem))]
+ [RegisterComponent, Access(typeof(SharedMindSystem)), NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MindContainerComponent : Component
{
/// <summary>
/// The mind controlling this mob. Can be null.
/// </summary>
- [ViewVariables]
+ [DataField, AutoNetworkedField]
[Access(typeof(SharedMindSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public EntityUid? Mind { get; set; }
/// <summary>
/// True if we have a mind, false otherwise.
/// </summary>
- [ViewVariables]
[MemberNotNullWhen(true, nameof(Mind))]
public bool HasMind => Mind != null;
/// Whether examining should show information about the mind or not.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
- [DataField("showExamineInfo")]
+ [DataField("showExamineInfo"), AutoNetworkedField]
public bool ShowExamineInfo { get; set; }
/// <summary>
public bool GhostOnShutdown { get; set; } = true;
}
- public sealed class MindRemovedMessage : EntityEventArgs
+ public abstract class MindEvent : EntityEventArgs
{
- public EntityUid OldMindId;
- public MindComponent OldMind;
+ public readonly Entity<MindComponent> Mind;
+ public readonly Entity<MindContainerComponent> Container;
- public MindRemovedMessage(EntityUid oldMindId, MindComponent oldMind)
+ public MindEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
{
- OldMindId = oldMindId;
- OldMind = oldMind;
+ Mind = mind;
+ Container = container;
}
}
- public sealed class MindAddedMessage : EntityEventArgs
+ /// <summary>
+ /// Event raised directed at a mind-container when a mind gets removed.
+ /// </summary>
+ public sealed class MindRemovedMessage : MindEvent
{
+ public MindRemovedMessage(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
+ : base(mind, container)
+ {
+ }
+ }
+
+ /// <summary>
+ /// Event raised directed at a mind when it gets removed from a mind-container.
+ /// </summary>
+ public sealed class MindGotRemovedEvent : MindEvent
+ {
+ public MindGotRemovedEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
+ : base(mind, container)
+ {
+ }
+ }
+
+ /// <summary>
+ /// Event raised directed at a mind-container when a mind gets added.
+ /// </summary>
+ public sealed class MindAddedMessage : MindEvent
+ {
+ public MindAddedMessage(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
+ : base(mind, container)
+ {
+ }
+ }
+
+ /// <summary>
+ /// Event raised directed at a mind when it gets added to a mind-container.
+ /// </summary>
+ public sealed class MindGotAddedEvent : MindEvent
+ {
+ public MindGotAddedEvent(Entity<MindComponent> mind, Entity<MindContainerComponent> container)
+ : base(mind, container)
+ {
+ }
}
}
using Content.Shared.GameTicking;
using Content.Shared.Mind.Components;
+using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Players;
namespace Content.Shared.Mind
{
/// <summary>
- /// This is added as a component to mind entities, not to player entities.
- /// <see cref="MindContainerComponent"/> for the one that is added to players.
- /// A mind represents the IC "mind" of a player.
- /// Roles are attached as components to its owning entity.
+ /// This component stores information about a player/mob mind. The component will be attached to a mind-entity
+ /// which is stored in null-space. The entity that is currently "possessed" by the mind will have a
+ /// <see cref="MindContainerComponent"/>.
/// </summary>
/// <remarks>
+ /// Roles are attached as components on the mind-entity entity.
/// Think of it like this: if a player is supposed to have their memories,
/// their mind follows along.
///
/// Things such as respawning do not follow, because you're a new character.
/// Getting borged, cloned, turned into a catbeast, etc... will keep it following you.
+ ///
+ /// Minds are stored in null-space, and are thus generally not set to players unless that player is the owner
+ /// of the mind. As a result it should be safe to network "secret" information like roles & objectives
/// </remarks>
- [RegisterComponent]
+ [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class MindComponent : Component
{
- internal readonly List<EntityUid> Objectives = new();
+ [DataField, AutoNetworkedField]
+ public List<EntityUid> Objectives = new();
/// <summary>
/// The session ID of the player owning this mind.
/// </summary>
- [ViewVariables, Access(typeof(SharedMindSystem))]
+ [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public NetUserId? UserId { get; set; }
/// <summary>
/// The session ID of the original owner, if any.
/// May end up used for round-end information (as the owner may have abandoned Mind since)
/// </summary>
- [ViewVariables, Access(typeof(SharedMindSystem))]
+ [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public NetUserId? OriginalOwnerUserId { get; set; }
/// <summary>
- /// Entity UID for the first entity that this mind controlled. Used for round end.
+ /// The first entity that this mind controlled. Used for round end information.
/// Might be relevant if the player has ghosted since.
/// </summary>
- [ViewVariables] public EntityUid? OriginalOwnedEntity;
+ [DataField, AutoNetworkedField]
+ public NetEntity? OriginalOwnedEntity;
+ // This is a net entity, because this field currently ddoes not get set to null when this entity is deleted.
+ // This is a lazy way to ensure that people check that the entity still exists.
+ // TODO MIND Fix this properly by adding an OriginalMindContainerComponent or something like that.
[ViewVariables]
public bool IsVisitingEntity => VisitingEntity != null;
- [ViewVariables, Access(typeof(SharedMindSystem))]
+ [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public EntityUid? VisitingEntity { get; set; }
[ViewVariables]
public EntityUid? CurrentEntity => VisitingEntity ?? OwnedEntity;
- [ViewVariables(VVAccess.ReadWrite)]
+ [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public string? CharacterName { get; set; }
/// <summary>
/// The time of death for this Mind.
/// Can be null - will be null if the Mind is not considered "dead".
/// </summary>
- [ViewVariables]
+ [DataField]
public TimeSpan? TimeOfDeath { get; set; }
- /// <summary>
- /// The component currently owned by this mind.
- /// Can be null.
- /// </summary>
- [ViewVariables] public MindContainerComponent? OwnedComponent;
-
/// <summary>
/// The entity currently owned by this mind.
/// Can be null.
/// </summary>
- [ViewVariables, Access(typeof(SharedMindSystem))]
+ [DataField, AutoNetworkedField, Access(typeof(SharedMindSystem))]
public EntityUid? OwnedEntity { get; set; }
- // TODO move objectives out of mind component
/// <summary>
/// An enumerable over all the objective entities this mind has.
/// </summary>
- [ViewVariables]
+ [ViewVariables, Obsolete("Use Objectives field")]
public IEnumerable<EntityUid> AllObjectives => Objectives;
/// <summary>
/// Can be null, in which case the player is currently not logged in.
/// </summary>
[ViewVariables, Access(typeof(SharedMindSystem), typeof(SharedGameTicker))]
+ // TODO remove this after moving IPlayerManager functions to shared
public ICommonSession? Session { get; set; }
}
}
using System.Diagnostics.CodeAnalysis;
+using System.Linq;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Examine;
[Dependency] private readonly SharedPlayerSystem _player = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
- // This is dictionary is required to track the minds of disconnected players that may have had their entity deleted.
+ [ViewVariables]
protected readonly Dictionary<NetUserId, EntityUid> UserMinds = new();
public override void Initialize()
SubscribeLocalEvent<MindContainerComponent, SuicideEvent>(OnSuicide);
SubscribeLocalEvent<VisitingMindComponent, EntityTerminatingEvent>(OnVisitingTerminating);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
+ SubscribeLocalEvent<MindComponent, ComponentStartup>(OnMindStartup);
}
public override void Shutdown()
WipeAllMinds();
}
+ private void OnMindStartup(EntityUid uid, MindComponent component, ComponentStartup args)
+ {
+ 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($"Encountered a user {component.UserId} that is already assigned to a mind while initializing mind {ToPrettyString(uid)}. Ignoring user field.");
+ component.UserId = null;
+ }
+
private void OnReset(RoundRestartCleanupEvent ev)
{
WipeAllMinds();
public virtual void WipeAllMinds()
{
- foreach (var mind in UserMinds.Values)
+ Log.Info($"Wiping all minds");
+ foreach (var mind in UserMinds.Values.ToArray())
{
WipeMind(mind);
}
- DebugTools.Assert(UserMinds.Count == 0);
+ 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)
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;
+ }
+
private void OnVisitingTerminating(EntityUid uid, VisitingMindComponent component, ref EntityTerminatingEvent args)
{
if (component.MindId != null)
return null;
}
- public EntityUid CreateMind(NetUserId? userId, string? name = null)
+ public Entity<MindComponent> CreateMind(NetUserId? userId, string? name = null)
{
var mindId = Spawn(null, MapCoordinates.Nullspace);
_metadata.SetEntityName(mindId, name == null ? "mind" : $"mind ({name})");
mind.CharacterName = name;
SetUserId(mindId, userId, mind);
- return mindId;
+ return (mindId, mind);
}
/// <summary>
/// Cleans up the VisitingEntity.
/// </summary>
/// <param name="mind"></param>
- protected void RemoveVisitingEntity(MindComponent mind)
+ protected void RemoveVisitingEntity(EntityUid mindId, MindComponent mind)
{
if (mind.VisitingEntity == null)
return;
RemCompDeferred(oldVisitingEnt, visitComp);
}
+ Dirty(mindId, mind);
RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage(), true);
}
if (mindId == null || !Resolve(mindId.Value, ref mind, false))
return;
- TransferTo(mindId.Value, null, mind: mind);
+ TransferTo(mindId.Value, null, createGhost:false, mind: mind);
SetUserId(mindId.Value, null, mind: mind);
}
return TryComp(mindContainer.Mind, out role);
}
- /// <summary>
- /// Sets the Mind's OwnedComponent and OwnedEntity
- /// </summary>
- /// <param name="mind">Mind to set OwnedComponent and OwnedEntity on</param>
- /// <param name="uid">Entity owned by <paramref name="mind"/></param>
- /// <param name="mindContainerComponent">MindContainerComponent owned by <paramref name="mind"/></param>
- protected void SetOwnedEntity(MindComponent mind, EntityUid? uid, MindContainerComponent? mindContainerComponent)
- {
- if (uid != null)
- Resolve(uid.Value, ref mindContainerComponent);
-
- mind.OwnedEntity = uid;
- mind.OwnedComponent = mindContainerComponent;
- }
-
/// <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