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- using Content.Server.Ghost.Roles.Raffles;
- using Content.Server.Mind.Commands;
- using Content.Shared.Roles;
- using Robust.Shared.Prototypes;
- namespace Content.Server.Ghost.Roles.Components;
- [RegisterComponent]
- [Access(typeof(GhostRoleSystem))]
- public sealed partial class GhostRoleComponent : Component
- {
- [DataField("name")] private string _roleName = "Unknown";
- [DataField("description")] private string _roleDescription = "Unknown";
- [DataField("rules")] private string _roleRules = "ghost-role-component-default-rules";
- // Actually make use of / enforce this requirement?
- // Why is this even here.
- // Move to ghost role prototype & respect CCvars.GameRoleTimerOverride
- [DataField("requirements")]
- public HashSet<JobRequirement>? Requirements;
- /// <summary>
- /// Whether the <see cref="MakeSentientCommand"/> should run on the mob.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)] [DataField("makeSentient")]
- public bool MakeSentient = true;
- /// <summary>
- /// The probability that this ghost role will be available after init.
- /// Used mostly for takeover roles that want some probability of being takeover, but not 100%.
- /// </summary>
- [DataField("prob")]
- public float Probability = 1f;
- // We do this so updating RoleName and RoleDescription in VV updates the open EUIs.
- [ViewVariables(VVAccess.ReadWrite)]
- [Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
- public string RoleName
- {
- get => Loc.GetString(_roleName);
- set
- {
- _roleName = value;
- IoCManager.Resolve<IEntityManager>().System<GhostRoleSystem>().UpdateAllEui();
- }
- }
- [ViewVariables(VVAccess.ReadWrite)]
- [Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
- public string RoleDescription
- {
- get => Loc.GetString(_roleDescription);
- set
- {
- _roleDescription = value;
- IoCManager.Resolve<IEntityManager>().System<GhostRoleSystem>().UpdateAllEui();
- }
- }
- [ViewVariables(VVAccess.ReadWrite)]
- [Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
- public string RoleRules
- {
- get => Loc.GetString(_roleRules);
- set
- {
- _roleRules = value;
- IoCManager.Resolve<IEntityManager>().System<GhostRoleSystem>().UpdateAllEui();
- }
- }
- /// <summary>
- /// The mind roles that will be added to the mob's mind entity
- /// </summary>
- [DataField, Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // Don't make eye contact
- public List<EntProtoId> MindRoles = new() { "MindRoleGhostRoleNeutral" };
- [DataField]
- public bool AllowSpeech { get; set; } = true;
- [DataField]
- public bool AllowMovement { get; set; }
- [ViewVariables(VVAccess.ReadOnly)]
- public bool Taken { get; set; }
- [ViewVariables]
- public uint Identifier { get; set; }
- /// <summary>
- /// Reregisters the ghost role when the current player ghosts.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("reregister")]
- public bool ReregisterOnGhost { get; set; } = true;
- /// <summary>
- /// If set, ghost role is raffled, otherwise it is first-come-first-serve.
- /// </summary>
- [DataField("raffle")]
- [Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
- public GhostRoleRaffleConfig? RaffleConfig { get; set; }
- /// <summary>
- /// Job the entity will receive after adding the mind.
- /// </summary>
- [DataField("job")]
- [Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // also FIXME Friends
- public ProtoId<JobPrototype>? JobProto = null;
- }
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