Move minds, roles, jobs and objectives to shared (#19679)
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@@ -6,17 +6,19 @@ using Content.Server.NPC.Systems;
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using Content.Server.Objectives;
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using Content.Server.PDA.Ringer;
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using Content.Server.Roles;
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using Content.Server.Roles.Jobs;
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using Content.Server.Shuttles.Components;
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using Content.Server.Traitor.Uplink;
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using Content.Shared.CCVar;
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using Content.Shared.Dataset;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -30,14 +32,13 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IComponentFactory _component = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly UplinkSystem _uplink = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly RoleSystem _roleSystem = default!;
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[Dependency] private readonly JobSystem _jobs = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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private int PlayersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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@@ -202,7 +203,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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return results;
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}
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public bool MakeTraitor(IPlayerSession traitor)
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public bool MakeTraitor(ICommonSession traitor)
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{
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var traitorRule = EntityQuery<TraitorRuleComponent>().FirstOrDefault();
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if (traitorRule == null)
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