Fix ghost respawn bug (#17511)

This commit is contained in:
Leon Friedrich
2023-06-21 13:04:07 +12:00
committed by GitHub
parent 1e9d2e388b
commit 1dde5f39ab
11 changed files with 139 additions and 104 deletions

View File

@@ -3,13 +3,11 @@ using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameTicking.Presets;
using Content.Server.Ghost.Components;
using Content.Server.Mind;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Database;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using JetBrains.Annotations;
using Robust.Server.Player;
@@ -19,9 +17,6 @@ namespace Content.Server.GameTicking
{
public const float PresetFailedCooldownIncrease = 30f;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly MindSystem _mindSystem = default!;
public GamePresetPrototype? Preset { get; private set; }
private bool StartPreset(IPlayerSession[] origReadyPlayers, bool force)
@@ -190,7 +185,7 @@ namespace Content.Server.GameTicking
if (mind.VisitingEntity != default)
{
_mindSystem.UnVisit(mind);
_mind.UnVisit(mind);
}
var position = Exists(playerEntity)
@@ -208,11 +203,11 @@ namespace Content.Server.GameTicking
// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
// (If the mob survives, that's a bug. Ghosting is kept regardless.)
var canReturn = canReturnGlobal && _mindSystem.IsCharacterDeadPhysically(mind);
var canReturn = canReturnGlobal && _mind.IsCharacterDeadPhysically(mind);
if (canReturnGlobal && TryComp(playerEntity, out MobStateComponent? mobState))
{
if (_mobStateSystem.IsCritical(playerEntity.Value, mobState))
if (_mobState.IsCritical(playerEntity.Value, mobState))
{
canReturn = true;
@@ -250,9 +245,9 @@ namespace Content.Server.GameTicking
_ghosts.SetCanReturnToBody(ghostComponent, canReturn);
if (canReturn)
_mindSystem.Visit(mind, ghost);
_mind.Visit(mind, ghost);
else
_mindSystem.TransferTo(mind, ghost);
_mind.TransferTo(mind, ghost);
return true;
}