using Content.Server.Ghost.Roles.Components;
using Content.Server.Speech.Components;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects;
using Content.Shared.Mind.Components;
namespace Content.Server.EntityEffects.Effects;
///
/// Makes this entity sentient. Allows ghost to take it over if it's not already occupied.
/// Optionally also allows this entity to speak.
///
///
public sealed partial class MakeSentientEntityEffectSystem : EntityEffectSystem
{
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
// 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
if (args.Effect.AllowSpeech)
{
RemComp(entity);
// TODO: Make MonkeyAccent a replacement accent and remove MonkeyAccent code-smell.
RemComp(entity);
}
// Stops from adding a ghost role to things like people who already have a mind
if (TryComp(entity, out var mindContainer) && mindContainer.HasMind)
return;
// Don't add a ghost role to things that already have ghost roles
if (TryComp(entity, out GhostRoleComponent? ghostRole))
return;
ghostRole = AddComp(entity);
EnsureComp(entity);
ghostRole.RoleName = entity.Comp.EntityName;
ghostRole.RoleDescription = Loc.GetString("ghost-role-information-cognizine-description");
}
}