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- 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<ReplacementAccentComponent>(uid);
- entityManager.RemoveComponent<MonkeyAccentComponent>(uid);
- // Stops from adding a ghost role to things like people who already have a mind
- if (entityManager.TryGetComponent<MindContainerComponent>(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<GhostRoleComponent>(uid);
- entityManager.EnsureComponent<GhostTakeoverAvailableComponent>(uid);
- var entityData = entityManager.GetComponent<MetaDataComponent>(uid);
- ghostRole.RoleName = entityData.EntityName;
- ghostRole.RoleDescription = Loc.GetString("ghost-role-information-cognizine-description");
- }
- }
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