* Add files for Ghost Roles. * Work on Ghost Roles * Improvements * GHOST ROLES IS DONE * mmm yes * auto-update when setting rolename/roledescription * well * command graceful error * Makes UI have a scrollbar when it has too many entries * fix command fuckup * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
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
|
|
{
|
|
/// <summary>
|
|
/// Allows a ghost to take over the Owner entity.
|
|
/// </summary>
|
|
[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<MindComponent>();
|
|
|
|
if(mind.HasMind)
|
|
throw new Exception("MindComponent already has a mind!");
|
|
|
|
session.ContentData().Mind.TransferTo(Owner);
|
|
|
|
EntitySystem.Get<GhostRoleSystem>().UnregisterGhostRole(this);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|