using Content.Server.GameTicking;
using Content.Server.Ghost.Components;
using Content.Shared.Examine;
using Content.Shared.Ghost;
using Content.Shared.MobState.Components;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.Mind.Components
{
///
/// Stores a on a mob.
///
[RegisterComponent, Friend(typeof(MindSystem))]
public sealed class MindComponent : Component
{
///
/// The mind controlling this mob. Can be null.
///
[ViewVariables]
public Mind? Mind { get; set; }
///
/// True if we have a mind, false otherwise.
///
[ViewVariables]
public bool HasMind => Mind != null;
///
/// Whether examining should show information about the mind or not.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("showExamineInfo")]
public bool ShowExamineInfo { get; set; }
///
/// Whether the mind will be put on a ghost after this component is shutdown.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("ghostOnShutdown")]
public bool GhostOnShutdown { get; set; } = true;
}
public sealed class MindRemovedMessage : EntityEventArgs
{
}
public sealed class MindAddedMessage : EntityEventArgs
{
}
}