update namespace for shared ghost folder (#45095)

a
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Голубь 2026-08-03 14:16:25 +07:00 • committed by GitHub
parent e927a6d1c4
commit c86c92c5cf
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49 changed files with 291 additions and 282 deletions

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@ -5,7 +5,7 @@ using Content.Client.Administration.Systems;
using Content.Client.Stylesheets;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Roles;
using Robust.Client.Graphics;

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@ -1,6 +1,7 @@
using Content.Client.Movement.Systems;
using Content.Shared.Actions;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Ghost.Systems;
using Content.Shared.NightVision;
using Content.Shared.Overlays;
using Robust.Client.Console;

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@ -1,4 +1,4 @@
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Robust.Client.GameObjects;
using Robust.Shared.Console;

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@ -1,5 +1,5 @@
using Content.Shared.CCVar;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Content.Shared.Stealth.Components;

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@ -1,6 +1,6 @@
using System.Linq;
using System.Numerics;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Systems;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;

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@ -1,8 +1,9 @@
using Content.Client.Gameplay;
using Content.Client.Gameplay;
using Content.Client.Ghost;
using Content.Client.UserInterface.Systems.Gameplay;
using Content.Client.UserInterface.Systems.Ghost.Widgets;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Ghost.Systems;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;

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@ -5,6 +5,7 @@ using Content.Client.Stylesheets;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Systems;
using Content.Shared.Voting;
using JetBrains.Annotations;
using Robust.Client.AutoGenerated;

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@ -1,6 +1,7 @@
using System;
using Content.Client.Stylesheets;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Systems;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;

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@ -6,7 +6,7 @@ using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.Execution;
using Content.Shared.FixedPoint;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Mind;

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@ -1,9 +1,9 @@
#nullable enable
#nullable enable
using System.Linq;
using Content.IntegrationTests.Fixtures;
using Content.Server.Ghost.Roles;
using Content.Server.Ghost.Roles.Components;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Players;
using Robust.Shared.Console;

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@ -1,7 +1,7 @@
using System.Numerics;
using System.Numerics;
using Content.IntegrationTests.Fixtures;
using Content.IntegrationTests.Pair;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Players;
using Robust.Server.GameObjects;

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@ -1,7 +1,7 @@
#nullable enable
using System.Linq;
using Content.Server.GameTicking;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Players;
using Robust.Server.Console;

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@ -1,8 +1,8 @@
using System.Linq;
using System.Linq;
using Content.IntegrationTests.Pair;
using Content.Server.GameTicking;
using Content.Server.Mind;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Players;
using Robust.Server.GameObjects;

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@ -1,5 +1,5 @@
using System.Linq;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Robust.Server.Player;
using Robust.Shared.GameObjects;

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@ -3,7 +3,8 @@ using Content.Server.GameTicking;
using Content.Server.Ghost;
using Content.Server.Mind;
using Content.Shared.Administration;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Ghost.Systems;
using Content.Shared.Mind;
using Robust.Server.GameObjects;
using Robust.Server.Player;

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@ -2,7 +2,7 @@ using System.Linq;
using System.Numerics;
using Content.Shared.Administration;
using Content.Shared.Follower;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Warps;
using Robust.Shared.Console;
using Robust.Shared.Enums;

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@ -1,11 +1,11 @@
using System.Diagnostics;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Antag.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.Antag;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Humanoid;
using Content.Shared.Players;
using JetBrains.Annotations;

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@ -4,7 +4,7 @@ using Content.Server.Antag.Selectors;
using Content.Shared.Antag;
using Content.Shared.Chat;
using Content.Shared.GameTicking.Components;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Roles;
using JetBrains.Annotations;

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@ -1,7 +1,7 @@
using System.Linq;
using System.Text;
using Content.Shared.Chat;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Players;
using Content.Shared.Speech.Prototypes;
using Robust.Shared.Console;

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@ -10,6 +10,7 @@ using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.Examine;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Players.RateLimiting;
using Content.Shared.Speech.EntitySystems;

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@ -5,9 +5,9 @@ using Content.Shared.Eui;
using Content.Shared.Fax.Components;
using Content.Shared.Fax;
using Content.Shared.Follower;
using Content.Shared.Ghost;
using Content.Shared.Paper;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.Ghost.Components;
namespace Content.Server.Fax.AdminUI;

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@ -16,7 +16,8 @@ using Content.Shared.Eye;
using Content.Shared.FixedPoint;
using Content.Shared.Follower;
using Content.Shared.Follower.Components;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Ghost.Systems;
using Content.Shared.GhostTypes;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;

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@ -34,6 +34,8 @@ using Content.Shared.Verbs;
using Robust.Shared.Collections;
using Content.Shared.Ghost.Roles.Components;
using Content.Shared.Roles.Components;
using Content.Shared.Ghost.Systems;
using Content.Shared.Ghost.Components;
namespace Content.Server.Ghost.Roles;

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@ -2,7 +2,7 @@ using Content.Server.Administration.Logs;
using Content.Server.GameTicking;
using Content.Server.Ghost;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Players;

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@ -6,7 +6,7 @@ using Content.Server.Ghost.Roles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Shuttles.Systems;
using Content.Shared.Atmos;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Gravity;
using Content.Shared.Light.Components;
using Content.Shared.Parallax.Biomes;

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@ -5,7 +5,7 @@ using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Eye;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Input;
using Content.Shared.Interaction;

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@ -1,4 +1,4 @@
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.NameModifier.EntitySystems;
using Content.Shared.Roles.Components;

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@ -1,6 +1,6 @@
using Content.Shared.Administration.Logs;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind.Components;
using Content.Shared.Teleportation.Systems;
using Robust.Shared.Map;

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@ -11,7 +11,7 @@ using Content.Server.Maps;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Players.PlayTimeTracking;
using Content.Shared.Voting;
using Robust.Server.Player;

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@ -4,7 +4,6 @@ using Content.Server.GameTicking;
using Content.Server.Ghost;
using Content.Server.Roles.Jobs;
using Content.Shared.CCVar;
using Content.Shared.Ghost;
using Content.Shared.Mind.Components;
using Content.Shared.Voting;
using Robust.Server.Player;
@ -15,6 +14,7 @@ using Robust.Shared.Timing;
using System.Threading.Tasks;
using Content.Server.Players.Whitelist;
using Content.Shared.Players.PlayTimeTracking;
using Content.Shared.Ghost.Components;
namespace Content.Server.Voting;

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@ -1,7 +1,7 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Actions.Components;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Robust.Shared.Containers;

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@ -1,5 +1,5 @@
using Content.Shared.Body.Components;
using Content.Shared.Ghost;
using Content.Shared.Body.Components;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs.Components;

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@ -1,4 +1,4 @@
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityConditions.Conditions.Generic;

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@ -1,6 +1,6 @@
using System.Linq;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Interaction;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;

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@ -3,7 +3,7 @@ using System.Numerics;
using Content.Shared.Administration.Managers;
using Content.Shared.Database;
using Content.Shared.Follower.Components;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Hands;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Pulling.Events;

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@ -1,9 +1,10 @@
using Content.Shared.Actions;
using Content.Shared.Ghost.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Ghost;
namespace Content.Shared.Ghost.Components;
/// <summary>
/// Represents an observer ghost.

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@ -1,4 +1,4 @@
namespace Content.Shared.Ghost;
namespace Content.Shared.Ghost.Components;
/// <summary>
/// This is used for marking entities which should receive all local chat message, even when out of range

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@ -1,6 +1,6 @@
using Robust.Shared.GameStates;
using Robust.Shared.GameStates;
namespace Content.Shared.Ghost;
namespace Content.Shared.Ghost.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class GhostOnMoveComponent : Component

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@ -1,6 +1,6 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Ghost;
namespace Content.Shared.Ghost.Components;
/// <summary>
/// Marker component to identify "ghostly" entities.

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@ -1,230 +0,0 @@
using Content.Shared.Emoting;
using Content.Shared.Examine;
using Content.Shared.Hands;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Popups;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Ghost
{
/// <summary>
/// System for the <see cref="GhostComponent"/>.
/// Prevents ghosts from interacting when <see cref="GhostComponent.CanGhostInteract"/> is false.
/// </summary>
public abstract partial class SharedGhostSystem : EntitySystem
{
[Dependency] protected SharedPopupSystem Popup = default!;
[Dependency] protected IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GhostComponent, UseAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, InteractionAttemptEvent>(OnAttemptInteract);
SubscribeLocalEvent<GhostComponent, EmoteAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, DropAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, PickupAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, ExaminedEvent>(OnGhostExamine);
}
private void OnGhostExamine(EntityUid uid, GhostComponent component, ExaminedEvent args)
{
var timeSinceDeath = _gameTiming.RealTime.Subtract(component.TimeOfDeath);
var deathTimeInfo = timeSinceDeath.Minutes > 0
? Loc.GetString("comp-ghost-examine-time-minutes", ("minutes", timeSinceDeath.Minutes))
: Loc.GetString("comp-ghost-examine-time-seconds", ("seconds", timeSinceDeath.Seconds));
args.PushMarkup(deathTimeInfo);
}
private void OnAttemptInteract(Entity<GhostComponent> ent, ref InteractionAttemptEvent args)
{
if (!ent.Comp.CanGhostInteract)
args.Cancelled = true;
}
private void OnAttempt(EntityUid uid, GhostComponent component, CancellableEntityEventArgs args)
{
if (!component.CanGhostInteract)
args.Cancel();
}
/// <summary>
/// Sets the ghost's time of death.
/// </summary>
public void SetTimeOfDeath(Entity<GhostComponent?> entity, TimeSpan value)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.TimeOfDeath == value)
return;
entity.Comp.TimeOfDeath = value;
Dirty(entity);
}
[Obsolete("Use the Entity<GhostComponent?> overload")]
public void SetTimeOfDeath(EntityUid uid, TimeSpan value, GhostComponent? component)
{
SetTimeOfDeath((uid, component), value);
}
/// <summary>
/// Sets whether or not the ghost player is allowed to return to their original body.
/// </summary>
public void SetCanReturnToBody(Entity<GhostComponent?> entity, bool value)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.CanReturnToBody == value)
return;
entity.Comp.CanReturnToBody = value;
Dirty(entity);
}
[Obsolete("Use the Entity<GhostComponent?> overload")]
public void SetCanReturnToBody(EntityUid uid, bool value, GhostComponent? component = null)
{
SetCanReturnToBody((uid, component), value);
}
[Obsolete("Use the Entity<GhostComponent?> overload")]
public void SetCanReturnToBody(GhostComponent component, bool value)
{
SetCanReturnToBody((component.Owner, component), value);
}
/// <summary>
/// Sets whether the ghost is allowed to interact with other entities.
/// </summary>
public void SetCanGhostInteract(Entity<GhostComponent?> entity, bool value)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.CanGhostInteract == value)
return;
entity.Comp.CanGhostInteract = value;
Dirty(entity);
}
}
/// <summary>
/// A client to server request to get places a ghost can warp to.
/// Response is sent via <see cref="GhostWarpsResponseEvent"/>
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostWarpsRequestEvent : EntityEventArgs
{
}
/// <summary>
/// An individual place a ghost can warp to.
/// This is used as part of <see cref="GhostWarpsResponseEvent"/>
/// </summary>
[Serializable, NetSerializable]
public struct GhostWarp
{
public GhostWarp(NetEntity entity, string displayName, bool isWarpPoint)
{
Entity = entity;
DisplayName = displayName;
IsWarpPoint = isWarpPoint;
}
/// <summary>
/// The entity representing the warp point.
/// This is passed back to the server in <see cref="GhostWarpToTargetRequestEvent"/>
/// </summary>
public NetEntity Entity { get; }
/// <summary>
/// The display name to be surfaced in the ghost warps menu
/// </summary>
public string DisplayName { get; }
/// <summary>
/// Whether this warp represents a warp point or a player
/// </summary>
public bool IsWarpPoint { get; }
}
/// <summary>
/// A server to client response for a <see cref="GhostWarpsRequestEvent"/>.
/// Contains players, and locations a ghost can warp to
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostWarpsResponseEvent : EntityEventArgs
{
public GhostWarpsResponseEvent(List<GhostWarp> warps)
{
Warps = warps;
}
/// <summary>
/// A list of warp points.
/// </summary>
public List<GhostWarp> Warps { get; }
}
/// <summary>
/// A client to server request for their ghost to be warped to an entity
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostWarpToTargetRequestEvent : EntityEventArgs
{
public NetEntity Target { get; }
public GhostWarpToTargetRequestEvent(NetEntity target)
{
Target = target;
}
}
/// <summary>
/// A client to server request for their ghost to be warped to the most followed player.
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostnadoRequestEvent : EntityEventArgs;
/// <summary>
/// A client to server request for their ghost to be warped to a random player with at least one ghost follower.
/// </summary>
[Serializable, NetSerializable]
public sealed class WarpToRandomFollowedRequestEvent : EntityEventArgs;
/// <summary>
/// A client to server request for their ghost to be warped to a random player.
/// </summary>
[Serializable, NetSerializable]
public sealed class WarpToRandomRequestEvent : EntityEventArgs;
/// <summary>
/// A client to server request for their ghost to return to body
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostReturnToBodyRequest : EntityEventArgs
{
}
/// <summary>
/// A server to client update with the available ghost role count
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostUpdateGhostRoleCountEvent : EntityEventArgs
{
public int AvailableGhostRoles { get; }
public GhostUpdateGhostRoleCountEvent(int availableGhostRoleCount)
{
AvailableGhostRoles = availableGhostRoleCount;
}
}
}

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@ -0,0 +1,230 @@
using Content.Shared.Emoting;
using Content.Shared.Examine;
using Content.Shared.Ghost.Components;
using Content.Shared.Hands;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Popups;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Ghost.Systems;
/// <summary>
/// System for the <see cref="GhostComponent"/>.
/// Prevents ghosts from interacting when <see cref="GhostComponent.CanGhostInteract"/> is false.
/// </summary>
public abstract partial class SharedGhostSystem : EntitySystem
{
[Dependency] protected SharedPopupSystem Popup = default!;
[Dependency] protected IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GhostComponent, UseAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, InteractionAttemptEvent>(OnAttemptInteract);
SubscribeLocalEvent<GhostComponent, EmoteAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, DropAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, PickupAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, ExaminedEvent>(OnGhostExamine);
}
private void OnGhostExamine(EntityUid uid, GhostComponent component, ExaminedEvent args)
{
var timeSinceDeath = _gameTiming.RealTime.Subtract(component.TimeOfDeath);
var deathTimeInfo = timeSinceDeath.Minutes > 0
? Loc.GetString("comp-ghost-examine-time-minutes", ("minutes", timeSinceDeath.Minutes))
: Loc.GetString("comp-ghost-examine-time-seconds", ("seconds", timeSinceDeath.Seconds));
args.PushMarkup(deathTimeInfo);
}
private void OnAttemptInteract(Entity<GhostComponent> ent, ref InteractionAttemptEvent args)
{
if (!ent.Comp.CanGhostInteract)
args.Cancelled = true;
}
private void OnAttempt(EntityUid uid, GhostComponent component, CancellableEntityEventArgs args)
{
if (!component.CanGhostInteract)
args.Cancel();
}
/// <summary>
/// Sets the ghost's time of death.
/// </summary>
public void SetTimeOfDeath(Entity<GhostComponent?> entity, TimeSpan value)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.TimeOfDeath == value)
return;
entity.Comp.TimeOfDeath = value;
Dirty(entity);
}
[Obsolete("Use the Entity<GhostComponent?> overload")]
public void SetTimeOfDeath(EntityUid uid, TimeSpan value, GhostComponent? component)
{
SetTimeOfDeath((uid, component), value);
}
/// <summary>
/// Sets whether or not the ghost player is allowed to return to their original body.
/// </summary>
public void SetCanReturnToBody(Entity<GhostComponent?> entity, bool value)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.CanReturnToBody == value)
return;
entity.Comp.CanReturnToBody = value;
Dirty(entity);
}
[Obsolete("Use the Entity<GhostComponent?> overload")]
public void SetCanReturnToBody(EntityUid uid, bool value, GhostComponent? component = null)
{
SetCanReturnToBody((uid, component), value);
}
[Obsolete("Use the Entity<GhostComponent?> overload")]
public void SetCanReturnToBody(GhostComponent component, bool value)
{
SetCanReturnToBody((component.Owner, component), value);
}
/// <summary>
/// Sets whether the ghost is allowed to interact with other entities.
/// </summary>
public void SetCanGhostInteract(Entity<GhostComponent?> entity, bool value)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.CanGhostInteract == value)
return;
entity.Comp.CanGhostInteract = value;
Dirty(entity);
}
}
/// <summary>
/// A client to server request to get places a ghost can warp to.
/// Response is sent via <see cref="GhostWarpsResponseEvent"/>
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostWarpsRequestEvent : EntityEventArgs
{
}
/// <summary>
/// An individual place a ghost can warp to.
/// This is used as part of <see cref="GhostWarpsResponseEvent"/>
/// </summary>
[Serializable, NetSerializable]
public struct GhostWarp
{
public GhostWarp(NetEntity entity, string displayName, bool isWarpPoint)
{
Entity = entity;
DisplayName = displayName;
IsWarpPoint = isWarpPoint;
}
/// <summary>
/// The entity representing the warp point.
/// This is passed back to the server in <see cref="GhostWarpToTargetRequestEvent"/>
/// </summary>
public NetEntity Entity { get; }
/// <summary>
/// The display name to be surfaced in the ghost warps menu
/// </summary>
public string DisplayName { get; }
/// <summary>
/// Whether this warp represents a warp point or a player
/// </summary>
public bool IsWarpPoint { get; }
}
/// <summary>
/// A server to client response for a <see cref="GhostWarpsRequestEvent"/>.
/// Contains players, and locations a ghost can warp to
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostWarpsResponseEvent : EntityEventArgs
{
public GhostWarpsResponseEvent(List<GhostWarp> warps)
{
Warps = warps;
}
/// <summary>
/// A list of warp points.
/// </summary>
public List<GhostWarp> Warps { get; }
}
/// <summary>
/// A client to server request for their ghost to be warped to an entity
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostWarpToTargetRequestEvent : EntityEventArgs
{
public NetEntity Target { get; }
public GhostWarpToTargetRequestEvent(NetEntity target)
{
Target = target;
}
}
/// <summary>
/// A client to server request for their ghost to be warped to the most followed player.
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostnadoRequestEvent : EntityEventArgs;
/// <summary>
/// A client to server request for their ghost to be warped to a random player with at least one ghost follower.
/// </summary>
[Serializable, NetSerializable]
public sealed class WarpToRandomFollowedRequestEvent : EntityEventArgs;
/// <summary>
/// A client to server request for their ghost to be warped to a random player.
/// </summary>
[Serializable, NetSerializable]
public sealed class WarpToRandomRequestEvent : EntityEventArgs;
/// <summary>
/// A client to server request for their ghost to return to body
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostReturnToBodyRequest : EntityEventArgs
{
}
/// <summary>
/// A server to client update with the available ghost role count
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostUpdateGhostRoleCountEvent : EntityEventArgs
{
public int AvailableGhostRoles { get; }
public GhostUpdateGhostRoleCountEvent(int availableGhostRoleCount)
{
AvailableGhostRoles = availableGhostRoleCount;
}
}

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@ -2,7 +2,7 @@ using System.Linq;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Mind;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;

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@ -1,4 +1,4 @@
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.IdentityManagement.Components;
namespace Content.Shared.IdentityManagement;

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@ -6,7 +6,7 @@ using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.CombatMode;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;

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@ -2,7 +2,7 @@ using System.Numerics;
using Content.Shared.Administration;
using Content.Shared.Administration.Managers;
using Content.Shared.Camera;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Input;
using Content.Shared.Movement.Components;
using Robust.Shared.Input.Binding;

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@ -3,10 +3,9 @@ using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Content.Shared.Ghost;
using Content.Shared.Singularity.Components;
using Robust.Shared.Physics;
using Content.Shared.Ghost.Components;
namespace Content.Shared.Singularity.EntitySystems;

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@ -1,6 +1,6 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Managers;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;

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@ -1,5 +1,5 @@
using Content.Shared.Examine;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
namespace Content.Shared.Warps;

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@ -1,5 +1,5 @@
using Content.Shared.Examine;
using Content.Shared.Ghost;
using Content.Shared.Ghost.Components;
using Content.Shared.Xenoarchaeology.Artifact.Components;
using Content.Shared.Xenoarchaeology.Artifact.XAT.Components;