using Content.Server.Ghost.Roles.Components; using Content.Server.Speech.Components; using Content.Shared.EntityEffects; using Content.Shared.Mind.Components; using Robust.Shared.Prototypes; namespace Content.Server.EntityEffects.Effects; public sealed partial class MakeSentient : EntityEffect { protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => Loc.GetString("reagent-effect-guidebook-make-sentient", ("chance", Probability)); public override void Effect(EntityEffectBaseArgs args) { var entityManager = args.EntityManager; var uid = args.TargetEntity; // 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 entityManager.RemoveComponent(uid); entityManager.RemoveComponent(uid); // Stops from adding a ghost role to things like people who already have a mind if (entityManager.TryGetComponent(uid, out var mindContainer) && mindContainer.HasMind) { return; } // Don't add a ghost role to things that already have ghost roles if (entityManager.TryGetComponent(uid, out GhostRoleComponent? ghostRole)) { return; } ghostRole = entityManager.AddComponent(uid); entityManager.EnsureComponent(uid); var entityData = entityManager.GetComponent(uid); ghostRole.RoleName = entityData.EntityName; ghostRole.RoleDescription = Loc.GetString("ghost-role-information-cognizine-description"); } }