* Ghost roles now get new Minds
* Some round start/end button stuff
* Mind tracking for better round end reports
* Make traitor kill objectives use mind CharacterName rather than actual occupied entity ("kill brain" prevention)
* Transition over to EntityUid for mind stuff because that's the only way to do it
* BrainSystem fix for PR rebase
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
using System;
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using Content.Server.Mind.Components;
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using Content.Server.Players;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Server.Ghost.Roles.Components
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{
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/// <summary>
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/// Allows a ghost to take over the Owner entity.
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/// </summary>
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[RegisterComponent, ComponentReference(typeof(GhostRoleComponent))]
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public class GhostTakeoverAvailableComponent : GhostRoleComponent
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{
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public override string Name => "GhostTakeoverAvailable";
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public override bool Take(IPlayerSession session)
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{
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if (Taken)
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return false;
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Taken = true;
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var mind = Owner.EnsureComponent<MindComponent>();
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if (mind.HasMind)
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return false;
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var ghostRoleSystem = EntitySystem.Get<GhostRoleSystem>();
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ghostRoleSystem.GhostRoleInternalCreateMindAndTransfer(session, OwnerUid, OwnerUid, this);
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ghostRoleSystem.UnregisterGhostRole(this);
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return true;
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}
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}
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}
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