using Content.Server.Mind.Commands;
using Robust.Server.Player;
namespace Content.Server.Ghost.Roles.Components
{
[Access(typeof(GhostRoleSystem))]
public abstract class GhostRoleComponent : Component
{
[DataField("name")] public string _roleName = "Unknown";
[DataField("description")] private string _roleDescription = "Unknown";
[DataField("rules")] private string _roleRules = "";
///
/// Whether the should run on the mob.
///
[ViewVariables(VVAccess.ReadWrite)] [DataField("makeSentient")]
protected bool MakeSentient = true;
// We do this so updating RoleName and RoleDescription in VV updates the open EUIs.
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleName
{
get => _roleName;
set
{
_roleName = value;
EntitySystem.Get().UpdateAllEui();
}
}
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleDescription
{
get => _roleDescription;
set
{
_roleDescription = value;
EntitySystem.Get().UpdateAllEui();
}
}
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleRules
{
get => _roleRules;
set
{
_roleRules = value;
EntitySystem.Get().UpdateAllEui();
}
}
[ViewVariables(VVAccess.ReadOnly)]
public bool Taken { get; set; }
[ViewVariables]
public uint Identifier { get; set; }
///
/// Reregisters the ghost role when the current player ghosts.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("reregister")]
public bool ReregisterOnGhost { get; set; } = true;
public abstract bool Take(IPlayerSession session);
}
}