using System; using Content.Server.Mind.Components; using Content.Server.Players; using Robust.Server.Player; using Robust.Shared.GameObjects; using Robust.Shared.Utility; namespace Content.Server.Ghost.Roles.Components { /// /// 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) return false; var ghostRoleSystem = EntitySystem.Get(); ghostRoleSystem.GhostRoleInternalCreateMindAndTransfer(session, OwnerUid, OwnerUid, this); ghostRoleSystem.UnregisterGhostRole(this); return true; } } }