Delta-v/Content.Server/EntityEffects/Effects/MakeSentientEntityEffectSys...

43 lines
1.9 KiB
C#

using Content.Server.Ghost.Roles.Components;
using Content.Server.Speech.Components;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects;
using Content.Shared.Mind.Components;
namespace Content.Server.EntityEffects.Effects;
/// <summary>
/// Makes this entity sentient. Allows ghost to take it over if it's not already occupied.
/// Optionally also allows this entity to speak.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class MakeSentientEntityEffectSystem : EntityEffectSystem<MetaDataComponent, MakeSentient>
{
protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<MakeSentient> 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<ReplacementAccentComponent>(entity);
// TODO: Make MonkeyAccent a replacement accent and remove MonkeyAccent code-smell.
RemComp<MonkeyAccentComponent>(entity);
}
// Stops from adding a ghost role to things like people who already have a mind
if (TryComp<MindContainerComponent>(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;
ghostRole = AddComp<GhostRoleComponent>(entity);
EnsureComp<GhostTakeoverAvailableComponent>(entity);
ghostRole.RoleName = entity.Comp.EntityName;
ghostRole.RoleDescription = Loc.GetString("ghost-role-information-cognizine-description");
}
}