Move minds, roles, jobs and objectives to shared (#19679)
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@@ -1,8 +1,8 @@
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using System.Linq;
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using Content.Server.GameTicking.Rules;
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using Content.Server.Mind;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Roles.Jobs;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Interfaces;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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@@ -17,7 +17,7 @@ namespace Content.Server.Objectives.Conditions
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{
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var entityMgr = IoCManager.Resolve<IEntityManager>();
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var traitors = entityMgr.System<TraitorRuleSystem>().GetOtherTraitorMindsAliveAndConnected(mind).ToList();
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var traitors = Enumerable.ToList<(EntityUid Id, MindComponent Mind)>(entityMgr.System<TraitorRuleSystem>().GetOtherTraitorMindsAliveAndConnected(mind));
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if (traitors.Count == 0)
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return new EscapeShuttleCondition(); //You were made a traitor by admins, and are the first/only.
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@@ -30,7 +30,7 @@ namespace Content.Server.Objectives.Conditions
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{
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var targetName = string.Empty;
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var ents = IoCManager.Resolve<IEntityManager>();
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var jobs = ents.System<JobSystem>();
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var jobs = ents.System<SharedJobSystem>();
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var jobName = jobs.MindTryGetJobName(_targetMind);
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if (_targetMind == null)
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@@ -55,7 +55,7 @@ namespace Content.Server.Objectives.Conditions
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get
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{
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var entityManager = IoCManager.Resolve<EntityManager>();
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var mindSystem = entityManager.System<MindSystem>();
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var mindSystem = entityManager.System<SharedMindSystem>();
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return !entityManager.TryGetComponent(_targetMind, out MindComponent? mind) ||
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!mindSystem.IsCharacterDeadIc(mind)
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? 1f
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