6
2025-08-05 10:00:54 +03:00

61 lines
2.8 KiB
C#

using Content.Server.Ghost.Roles.Components;
using Content.Server.Speech.Components;
using Content.Shared.EntityEffects;
using Content.Shared.Mind.Components;
using Robust.Shared.Prototypes;
using Content.Shared.Humanoid; //Delta-V - Banning humanoids from becoming ghost roles.
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;
}
// Delta-V: Do not allow humanoids to become sentient. Intended to stop people from
// repeatedly cloning themselves and using cognizine on their bodies.
// HumanoidAppearanceComponent is common to all player species, and is also used for the
// Ripley pilot whitelist, so there's a precedent for using it for this kind of check.
if (entityManager.HasComponent<HumanoidAppearanceComponent>(uid))
{
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");
ghostRole.RoleRules = Loc.GetString("ghost-role-information-freeagent-rules"); // Frontier: nonantag<freeagent
// Frontier: add MindRoles
List<EntProtoId> mindRoles = new();
mindRoles.Add("MindRoleGhostRoleFreeAgent");
ghostRole.MindRoles = mindRoles;
// End Frontier
}
}