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* Psionics It's a ton of stuff relating to the basic Psionics system and all the powers. I'm saving this as a bit of a sanity check before moving forward. Left to do: 1. Implementing the Psionic faction so that the chat works as intended. 2. Adding the start-state cooldown timers to the actions. * Cleaned up everything with the word 'Psionic' on it. Got the psionic chat working. Got some other stuff working * Some final psionic cleanup. The last batch of content. * Update RobustToolbox * rebased * Revert "Update RobustToolbox" This reverts commit c0cf35d03f828f6ccfeb05fcffd91cf074818fc9. * Update RobustToolbox * Revert "Update RobustToolbox" This reverts commit c4dc828df7912e063ea856b2a83a790bc88d1e09. * Update RobustToolbox * Psionics It's a ton of stuff relating to the basic Psionics system and all the powers. I'm saving this as a bit of a sanity check before moving forward. Left to do: 1. Implementing the Psionic faction so that the chat works as intended. 2. Adding the start-state cooldown timers to the actions. * Cleaned up everything with the word 'Psionic' on it. Got the psionic chat working. Got some other stuff working * Some final psionic cleanup. The last batch of content. * rebased * Cleaned up everything with the word 'Psionic' on it. Got the psionic chat working. Got some other stuff working * Broken Commit With these changes in place, the unit does not work. Recording them so i don't lose my work. * Brings it All Together. Dawn of the final Commit. Rebase completed. * Update RobustToolbox * Changed 'Station Events' to 'StationEvents' and cleaned up the Delta-V Events.yml file of duplicate events. * Delete ghost_roles.yml Duplicate. * Update familiars.yml * Update familiars.yml * Update GlimmerReactiveSystem.cs * Makes tinfoil hats craftable. * Decided I'm not dealing with adding fugitives or Glimmer Wisps right now. * Psionic invisibility won't work now that Eye component exists. Or at least, the integrator test won't psas. * Update special.yml * Added #nyanotrasen code or //Nyanotrasen code to many, many files. * Properly fixes comments. --------- Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com> Signed-off-by: PHCodes <47927305+PHCodes@users.noreply.github.com> Co-authored-by: Debug <sidneymaatman@gmail.com> Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
47 lines
2.2 KiB
C#
47 lines
2.2 KiB
C#
using Content.Server.Ghost.Roles.Components;
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using Content.Server.Speech.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Mind.Components;
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using Robust.Shared.Prototypes;
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using Content.Server.Psionics; //Nyano - Summary: pulls in the ability for the sentient creature to become psionic.
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namespace Content.Server.Chemistry.ReagentEffects;
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public sealed partial class MakeSentient : ReagentEffect
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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(ReagentEffectArgs args)
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{
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var entityManager = args.EntityManager;
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var uid = args.SolutionEntity;
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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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// 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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entityManager.EnsureComponent<PotentialPsionicComponent>(uid); //Nyano - Summary:. Makes the animated body able to get psionics.
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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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