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67 lines
2.8 KiB
C#
67 lines
2.8 KiB
C#
using System.Linq;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Language;
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using Content.Server.Speech.Components;
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using Content.Shared.EntityEffects;
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using Content.Shared.Language;
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using Content.Shared.Language.Systems;
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using Content.Shared.Mind.Components;
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using Robust.Shared.Prototypes;
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using Content.Shared.Humanoid;
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using Content.Shared.Language.Components; //Delta-V - Banning humanoids from becoming ghost roles.
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using Content.Shared.Language.Events;
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namespace Content.Server.EntityEffects.Effects;
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public sealed partial class MakeSentient : EntityEffect
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{
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-make-sentient", ("chance", Probability));
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public override void Effect(EntityEffectBaseArgs args)
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{
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var entityManager = args.EntityManager;
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var uid = args.TargetEntity;
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// Let affected entities speak normally to make this effect different from, say, the "random sentience" event
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// This also works on entities that already have a mind
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// We call this before the mind check to allow things like player-controlled mice to be able to benefit from the effect
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entityManager.RemoveComponent<ReplacementAccentComponent>(uid);
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entityManager.RemoveComponent<MonkeyAccentComponent>(uid);
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// Make sure the entity knows at least fallback (Galactic Common)
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var speaker = entityManager.EnsureComponent<LanguageSpeakerComponent>(uid);
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var knowledge = entityManager.EnsureComponent<LanguageKnowledgeComponent>(uid);
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var fallback = SharedLanguageSystem.FallbackLanguagePrototype;
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if (!knowledge.UnderstoodLanguages.Contains(fallback))
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knowledge.UnderstoodLanguages.Add(fallback);
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if (!knowledge.SpokenLanguages.Contains(fallback))
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knowledge.SpokenLanguages.Add(fallback);
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<LanguageSystem>().UpdateEntityLanguages(uid);
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// Stops from adding a ghost role to things like people who already have a mind
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if (entityManager.TryGetComponent<MindContainerComponent>(uid, out var mindContainer) && mindContainer.HasMind)
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{
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return;
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}
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// Don't add a ghost role to things that already have ghost roles
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if (entityManager.TryGetComponent(uid, out GhostRoleComponent? ghostRole))
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{
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return;
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}
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ghostRole = entityManager.AddComponent<GhostRoleComponent>(uid);
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entityManager.EnsureComponent<GhostTakeoverAvailableComponent>(uid);
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var entityData = entityManager.GetComponent<MetaDataComponent>(uid);
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ghostRole.RoleName = entityData.EntityName;
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ghostRole.RoleDescription = Loc.GetString("ghost-role-information-cognizine-description");
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}
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}
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