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