Move minds, roles, jobs and objectives to shared (#19679)

This commit is contained in:
DrSmugleaf
2023-08-30 21:46:11 -07:00
committed by GitHub
parent b702963d5e
commit 3f3ba6ac62
139 changed files with 1209 additions and 1041 deletions

View File

@@ -6,17 +6,19 @@ using Content.Server.NPC.Systems;
using Content.Server.Objectives;
using Content.Server.PDA.Ringer;
using Content.Server.Roles;
using Content.Server.Roles.Jobs;
using Content.Server.Shuttles.Components;
using Content.Server.Traitor.Uplink;
using Content.Shared.CCVar;
using Content.Shared.Dataset;
using Content.Shared.Mind;
using Content.Shared.Mobs.Systems;
using Content.Shared.PDA;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Roles.Jobs;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
@@ -30,14 +32,13 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IComponentFactory _component = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly UplinkSystem _uplink = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly MindSystem _mindSystem = default!;
[Dependency] private readonly RoleSystem _roleSystem = default!;
[Dependency] private readonly JobSystem _jobs = default!;
[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
[Dependency] private readonly SharedJobSystem _jobs = default!;
[Dependency] private readonly ObjectivesSystem _objectives = default!;
private int PlayersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
@@ -202,7 +203,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
return results;
}
public bool MakeTraitor(IPlayerSession traitor)
public bool MakeTraitor(ICommonSession traitor)
{
var traitorRule = EntityQuery<TraitorRuleComponent>().FirstOrDefault();
if (traitorRule == null)