using Content.Server.Ghost.Roles.Components; using Content.Server.Speech.Components; using Content.Server.Psionics; // DeltaV using Content.Shared.EntityEffects; using Content.Shared.EntityEffects.Effects; using Content.Shared.Mind.Components; using Content.Shared.Humanoid; // DeltaV namespace Content.Server.EntityEffects.Effects; /// /// Makes this entity sentient. Allows ghost to take it over if it's not already occupied. /// Optionally also allows this entity to speak. /// /// public sealed partial class MakeSentientEntityEffectSystem : EntityEffectSystem { protected override void Effect(Entity entity, ref EntityEffectEvent args) { // Let affected entities speak normally to make this effect different from, say, the "random sentience" event // This also works on entities that already have a mind // We call this before the mind check to allow things like player-controlled mice to be able to benefit from the effect if (args.Effect.AllowSpeech) { RemComp(entity); // TODO: Make MonkeyAccent a replacement accent and remove MonkeyAccent code-smell. RemComp(entity); } // Stops from adding a ghost role to things like people who already have a mind if (TryComp(entity, out var mindContainer) && mindContainer.HasMind) return; // Don't add a ghost role to things that already have ghost roles if (TryComp(entity, out GhostRoleComponent? ghostRole)) return; // Delta-V: Do not allow humanoids to become sentient. Intended to stop people from // repeatedly cloning themselves and using cognizine on their bodies. // HumanoidAppearanceComponent is common to all player species, and is also used for the // Ripley pilot whitelist, so there's a precedent for using it for this kind of check. if (HasComp(entity)) { return; } ghostRole = AddComp(entity); EnsureComp(entity); EnsureComp(entity); // Deltav - Psionics ghostRole.RoleName = entity.Comp.EntityName; ghostRole.RoleDescription = Loc.GetString("ghost-role-information-cognizine-description"); } }