Entity effects ECS refactor (#40580)
* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Speech.Components;
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using Content.Shared.EntityEffects;
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using Content.Shared.EntityEffects.Effects;
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using Content.Shared.Mind.Components;
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namespace Content.Server.EntityEffects.Effects;
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/// <summary>
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/// Makes this entity sentient. Allows ghost to take it over if it's not already occupied.
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/// Optionally also allows this entity to speak.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class MakeSentientEntityEffectSystem : EntityEffectSystem<MetaDataComponent, MakeSentient>
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{
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protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<MakeSentient> args)
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{
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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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if (args.Effect.AllowSpeech)
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{
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RemComp<ReplacementAccentComponent>(entity);
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// TODO: Make MonkeyAccent a replacement accent and remove MonkeyAccent code-smell.
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RemComp<MonkeyAccentComponent>(entity);
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}
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// Stops from adding a ghost role to things like people who already have a mind
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if (TryComp<MindContainerComponent>(entity, out var mindContainer) && mindContainer.HasMind)
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return;
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// Don't add a ghost role to things that already have ghost roles
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if (TryComp(entity, out GhostRoleComponent? ghostRole))
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return;
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ghostRole = AddComp<GhostRoleComponent>(entity);
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EnsureComp<GhostTakeoverAvailableComponent>(entity);
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ghostRole.RoleName = entity.Comp.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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