using Content.Shared._White.Antag;
using Content.Shared.Emoting;
using Content.Shared.Hands;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Popups;
using Content.Shared.Roles;
using Robust.Shared.Serialization;
namespace Content.Shared.Ghost
{
///
/// System for the .
/// Prevents ghosts from interacting when is false.
///
public abstract class SharedGhostSystem : EntitySystem
{
[Dependency] protected readonly SharedPopupSystem Popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnAttempt);
SubscribeLocalEvent(OnAttempt);
SubscribeLocalEvent(OnAttempt);
SubscribeLocalEvent(OnAttempt);
SubscribeLocalEvent(OnAttempt);
}
private void OnAttempt(EntityUid uid, GhostComponent component, CancellableEntityEventArgs args)
{
if (!component.CanGhostInteract)
args.Cancel();
}
public void SetTimeOfDeath(EntityUid uid, TimeSpan value, GhostComponent? component)
{
if (!Resolve(uid, ref component))
return;
component.TimeOfDeath = value;
}
public void SetCanReturnToBody(EntityUid uid, bool value, GhostComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.CanReturnToBody = value;
}
public void SetCanReturnToBody(GhostComponent component, bool value)
{
component.CanReturnToBody = value;
}
public virtual void SetVisible(Entity ghost, bool visible)
{
if (!Resolve(ghost.Owner, ref ghost.Comp))
return;
ghost.Comp.Visible = visible;
Dirty(ghost);
}
}
///
/// A client to server request to get places a ghost can warp to.
/// Response is sent via
///
[Serializable, NetSerializable]
public sealed class GhostWarpsRequestEvent : EntityEventArgs
{
}
///
/// An player body a ghost can warp to.
/// This is used as part of
///
[Serializable, NetSerializable]
public struct GhostWarpPlayer
{
public GhostWarpPlayer(NetEntity entity, string playerName, string playerJobName, string playerDepartmentID, bool isGhost, bool isLeft, bool isDead, bool isAlive)
{
Entity = entity;
Name = playerName;
JobName = playerJobName;
DepartmentID = playerDepartmentID;
IsGhost = isGhost;
IsLeft = isLeft;
IsDead = isDead;
IsAlive = isAlive;
}
///
/// The entity representing the warp point.
/// This is passed back to the server in
///
public NetEntity Entity { get; }
///
/// The display player name to be surfaced in the ghost warps menu
///
public string Name { get; }
///
/// The display player job to be surfaced in the ghost warps menu
///
public string JobName { get; }
///
/// The display player department to be surfaced in the ghost warps menu
///
public string DepartmentID { get; set; }
///
/// Is player is ghost
///
public bool IsGhost { get; }
///
/// Is player body alive
///
public bool IsAlive { get; }
///
/// Is player body dead
///
public bool IsDead { get; }
///
/// Is player left from body
///
public bool IsLeft { get; }
}
[Serializable, NetSerializable]
public struct GhostWarpGlobalAntagonist
{
public GhostWarpGlobalAntagonist(NetEntity entity, string playerName, string antagonistName, string antagonistDescription, string prototypeID)
{
Entity = entity;
Name = playerName;
AntagonistName = antagonistName;
AntagonistDescription = antagonistDescription;
PrototypeID = prototypeID;
}
///
/// The entity representing the warp point.
/// This is passed back to the server in
///
public NetEntity Entity { get; }
///
/// The display player name to be surfaced in the ghost warps menu
///
public string Name { get; }
///
/// The display antagonist name to be surfaced in the ghost warps menu
///
public string AntagonistName { get; }
///
/// The display antagonist description to be surfaced in the ghost warps menu
///
public string AntagonistDescription { get; }
///
/// A antagonist prototype id
///
public string PrototypeID { get; }
}
///
/// An individual place a ghost can warp to.
/// This is used as part of
///
[Serializable, NetSerializable]
public struct GhostWarpPlace
{
public GhostWarpPlace(NetEntity entity, string name, string description)
{
Entity = entity;
Name = name;
Description = description;
}
///
/// The entity representing the warp point.
/// This is passed back to the server in
///
public NetEntity Entity { get; }
///
/// The display name to be surfaced in the ghost warps menu
///
public string Name { get; }
///
/// The display name to be surfaced in the ghost warps menu
///
public string Description { get; }
}
///
/// A server to client response for a .
/// Contains players, and locations a ghost can warp to
///
[Serializable, NetSerializable]
public sealed class GhostWarpsResponseEvent : EntityEventArgs // WD edit
{
public GhostWarpsResponseEvent(List players, List places, List antagonists)
{
Players = players;
Places = places;
Antagonists = antagonists;
}
///
/// A list of players to teleport.
///
public List Players { get; }
///
/// A list of warp points.
///
public List Places { get; }
///
/// A list of antagonists to teleport.
///
public List Antagonists { get; }
}
///
/// A client to server request for their ghost to be warped to an entity
///
[Serializable, NetSerializable]
public sealed class GhostWarpToTargetRequestEvent : EntityEventArgs
{
public NetEntity Target { get; }
public GhostWarpToTargetRequestEvent(NetEntity target)
{
Target = target;
}
}
///
/// A client to server request for their ghost to be warped to the most followed entity.
///
[Serializable, NetSerializable]
public sealed class GhostnadoRequestEvent : EntityEventArgs;
///
/// A client to server request for their ghost to return to body
///
[Serializable, NetSerializable]
public sealed class GhostReturnToBodyRequest : EntityEventArgs
{
}
///
/// A server to client update with the available ghost role count
///
[Serializable, NetSerializable]
public sealed class GhostUpdateGhostRoleCountEvent : EntityEventArgs
{
public int AvailableGhostRoles { get; }
public GhostUpdateGhostRoleCountEvent(int availableGhostRoleCount)
{
AvailableGhostRoles = availableGhostRoleCount;
}
}
[Serializable, NetSerializable]
public sealed class GhostReturnToRoundRequest : EntityEventArgs
{
}
}