using System;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Players;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.Components.Observer
{
///
/// Allows a ghost to take over the Owner entity.
///
[RegisterComponent, ComponentReference(typeof(GhostRoleComponent))]
public class GhostTakeoverAvailableComponent : GhostRoleComponent
{
public override string Name => "GhostTakeoverAvailable";
public override bool Take(IPlayerSession session)
{
if (Taken)
return false;
Taken = true;
var mind = Owner.EnsureComponent();
if(mind.HasMind)
throw new Exception("MindComponent already has a mind!");
session.ContentData().Mind.TransferTo(Owner);
EntitySystem.Get().UnregisterGhostRole(this);
return true;
}
}
}