CatStation/Content.Server/EntityEffects/Effects/MakeSentientEntityEffectSystem.cs
beck-thompson b9607e39b0
Exception now meows when an error occurs on the server (#39734)
* Exception now meows when an error occurs

* tweaks

* Add to real mouse

* 1984 😔

* Sussy entity effect

* Comment

* More errors

* Other fixes

* opps

* fixes

* cleanup

* Cleanup

* Remove saving last message

* runtime as well!

* Make logger private, clean up error has occured to boolean instead of string

* Add auto pause and time offset serializer

* Properly block accent when speaking (sometimes)

* Add package

* Fix

* Review

* fix
2026-08-16 09:07:42 +00:00

44 lines
2 KiB
C#

using Content.Server.Ghost.Roles.Components;
using Content.Server.RuntimeFun;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects;
using Content.Shared.Mind.Components;
using Content.Shared.Speech.Components;
namespace Content.Server.EntityEffects.Effects;
/// <summary>
/// Makes this entity sentient. Allows ghost to take it over if it's not already occupied.
/// Optionally also allows this entity to speak.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class MakeSentientEntityEffectSystem : EntityEffectSystem<MetaDataComponent, MakeSentient>
{
protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<MakeSentient> args)
{
// Let affected entities speak normally to make this effect different from, say, the "random sentience" event
// This also works on entities that already have a mind
// We call this before the mind check to allow things like player-controlled mice to be able to benefit from the effect
if (args.Effect.AllowSpeech)
{
RemComp<ReplacementAccentComponent>(entity);
// TODO: Make MonkeyAccent a replacement accent and remove MonkeyAccent code-smell.
RemComp<MonkeyAccentComponent>(entity);
RemComp<SpeakOnExceptionComponent>(entity);
}
// Stops from adding a ghost role to things like people who already have a mind
if (TryComp<MindContainerComponent>(entity, out var mindContainer) && mindContainer.HasMind)
return;
// Don't add a ghost role to things that already have ghost roles
if (TryComp(entity, out GhostRoleComponent? ghostRole))
return;
ghostRole = AddComp<GhostRoleComponent>(entity);
EnsureComp<GhostTakeoverAvailableComponent>(entity);
ghostRole.RoleName = entity.Comp.EntityName;
ghostRole.RoleDescription = Loc.GetString("ghost-role-information-cognizine-description");
}
}