Revert "Mind ecs" (#14881)
This commit is contained in:
@@ -6,8 +6,6 @@ using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Humanoid;
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using Content.Server.Humanoid.Systems;
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using Content.Server.Mind;
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using Content.Server.Mind.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Nuke;
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@@ -55,8 +53,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly MapLoaderSystem _map = default!;
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[Dependency] private readonly ShuttleSystem _shuttle = default!;
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[Dependency] private readonly RandomHumanoidSystem _randomHumanoid = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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private enum WinType
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{
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@@ -171,10 +168,10 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnComponentInit(EntityUid uid, NukeOperativeComponent component, ComponentInit args)
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{
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// If entity has a prior mind attached, add them to the players list.
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if (!TryComp<MindContainerComponent>(uid, out var mindContainerComponent) || !RuleAdded)
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if (!TryComp<MindComponent>(uid, out var mindComponent) || !RuleAdded)
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return;
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var session = mindContainerComponent.Mind?.Session;
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var session = mindComponent.Mind?.Session;
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var name = MetaData(uid).EntityName;
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if (session != null)
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_operativePlayers.Add(name, session);
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@@ -576,18 +573,18 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args)
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{
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if (!TryComp<MindContainerComponent>(uid, out var mindContainerComponent) || mindContainerComponent.Mind == null)
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if (!TryComp<MindComponent>(uid, out var mindComponent) || mindComponent.Mind == null)
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return;
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var mind = mindContainerComponent.Mind;
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var mind = mindComponent.Mind;
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if (_operativeMindPendingData.TryGetValue(uid, out var role))
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{
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_mindSystem.AddRole(mind, new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
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mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
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_operativeMindPendingData.Remove(uid);
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}
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if (!_mindSystem.TryGetSession(mind, out var playerSession))
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if (!mind.TryGetSession(out var playerSession))
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return;
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if (_operativePlayers.ContainsValue(playerSession))
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return;
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@@ -761,11 +758,14 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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var mob = EntityManager.SpawnEntity(species.Prototype, _random.Pick(spawns));
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SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear, profile);
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var newMind = _mindSystem.CreateMind(session.UserId, spawnDetails.Name);
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_mindSystem.ChangeOwningPlayer(newMind, session.UserId);
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_mindSystem.AddRole(newMind, new TraitorRole(newMind, nukeOpsAntag));
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var newMind = new Mind.Mind(session.UserId)
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{
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CharacterName = spawnDetails.Name
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};
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newMind.ChangeOwningPlayer(session.UserId);
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newMind.AddRole(new TraitorRole(newMind, nukeOpsAntag));
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_mindSystem.TransferTo(newMind, mob);
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newMind.TransferTo(mob);
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}
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else if (addSpawnPoints)
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{
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@@ -801,7 +801,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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if (!mind.OwnedEntity.HasValue)
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return;
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_mindSystem.AddRole(mind, new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(_nukeopsRuleConfig.OperativeRoleProto)));
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mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(_nukeopsRuleConfig.OperativeRoleProto)));
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SetOutfitCommand.SetOutfit(mind.OwnedEntity.Value, "SyndicateOperativeGearFull", EntityManager);
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}
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@@ -862,10 +862,10 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
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}
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// Add pre-existing nuke operatives to the credit list.
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var query = EntityQuery<NukeOperativeComponent, MindContainerComponent>(true);
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var query = EntityQuery<NukeOperativeComponent, MindComponent>(true);
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foreach (var (_, mindComp) in query)
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{
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if (!mindComp.HasMind || !_mindSystem.TryGetSession(mindComp.Mind, out var session))
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if (mindComp.Mind == null || !mindComp.Mind.TryGetSession(out var session))
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continue;
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var name = MetaData(mindComp.Owner).EntityName;
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_operativePlayers.Add(name, session);
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@@ -2,7 +2,6 @@ using System.Linq;
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using Content.Server.Administration.Commands;
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using Content.Server.Cargo.Systems;
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using Content.Server.Chat.Managers;
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using Content.Server.Mind;
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using Content.Server.Preferences.Managers;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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@@ -39,7 +38,6 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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[Dependency] private readonly PricingSystem _pricingSystem = default!;
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[Dependency] private readonly MapLoaderSystem _map = default!;
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[Dependency] private readonly NamingSystem _namingSystem = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[ViewVariables]
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private List<Mind.Mind> _pirates = new();
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@@ -208,13 +206,16 @@ public sealed class PiratesRuleSystem : GameRuleSystem
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var name = _namingSystem.GetName("Human", gender);
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var session = ops[i];
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var newMind = _mindSystem.CreateMind(session.UserId, name);
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_mindSystem.ChangeOwningPlayer(newMind, session.UserId);
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var newMind = new Mind.Mind(session.UserId)
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{
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CharacterName = name
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};
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newMind.ChangeOwningPlayer(session.UserId);
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var mob = Spawn("MobHuman", _random.Pick(spawns));
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MetaData(mob).EntityName = name;
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_mindSystem.TransferTo(newMind, mob);
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newMind.TransferTo(mob);
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var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
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_stationSpawningSystem.EquipStartingGear(mob, pirateGear, profile);
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@@ -2,7 +2,6 @@ using System.Linq;
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using System.Threading;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Mind;
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using Content.Server.Players;
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using Content.Server.Roles;
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using Content.Server.Station.Components;
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@@ -51,7 +50,6 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
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[Dependency] private readonly UplinkSystem _uplink = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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public override string Prototype => "Suspicion";
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@@ -173,11 +171,11 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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DebugTools.AssertNotNull(mind?.OwnedEntity);
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var traitorRole = new SuspicionTraitorRole(mind!, antagPrototype);
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_mindSystem.AddRole(mind!, traitorRole);
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mind!.AddRole(traitorRole);
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traitors.Add(traitorRole);
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// try to place uplink
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_uplink.AddUplink(mind!.OwnedEntity!.Value, traitorStartingBalance);
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_uplink.AddUplink(mind.OwnedEntity!.Value, traitorStartingBalance);
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}
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foreach (var player in list)
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@@ -187,7 +185,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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DebugTools.AssertNotNull(mind);
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_mindSystem.AddRole(mind!, new SuspicionInnocentRole(mind!, antagPrototype));
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mind!.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
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}
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foreach (var traitor in traitors)
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@@ -206,11 +204,8 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-added-announcement"));
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var filter = Filter.Empty().AddWhere(session =>
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{
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var mind = ((IPlayerSession) session).ContentData()?.Mind;
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return mind != null && _mindSystem.HasRole<SuspicionTraitorRole>(mind);
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});
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var filter = Filter.Empty()
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.AddWhere(session => ((IPlayerSession) session).ContentData()?.Mind?.HasRole<SuspicionTraitorRole>() ?? false);
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SoundSystem.Play(_addedSound.GetSound(), filter, AudioParams.Default);
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@@ -306,7 +301,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
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var mind = playerSession.ContentData()?.Mind;
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if (mind != null && _mindSystem.HasRole<SuspicionTraitorRole>(mind))
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if (mind != null && mind.HasRole<SuspicionTraitorRole>())
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traitorsAlive++;
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else
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innocentsAlive++;
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@@ -3,7 +3,6 @@ using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Hands.Components;
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using Content.Server.Mind;
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using Content.Server.PDA;
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using Content.Server.Players;
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using Content.Server.Spawners.Components;
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@@ -42,7 +41,6 @@ public sealed class TraitorDeathMatchRuleSystem : GameRuleSystem
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly UplinkSystem _uplink = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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public override string Prototype => "TraitorDeathMatch";
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@@ -83,7 +81,7 @@ public sealed class TraitorDeathMatchRuleSystem : GameRuleSystem
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorPrototypeID);
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var traitorRole = new TraitorRole(mind, antagPrototype);
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_mindSystem.AddRole(mind, traitorRole);
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mind.AddRole(traitorRole);
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// Delete anything that may contain "dangerous" role-specific items.
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// (This includes the PDA, as everybody gets the captain PDA in this mode for true-all-access reasons.)
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@@ -1,6 +1,5 @@
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using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.Mind;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Players;
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using Content.Server.Roles;
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@@ -37,7 +36,6 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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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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private ISawmill _sawmill = default!;
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@@ -256,7 +254,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorPrototypeID);
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var traitorRole = new TraitorRole(mind, antagPrototype);
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_mindSystem.AddRole(mind, traitorRole);
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mind.AddRole(traitorRole);
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Traitors.Add(traitorRole);
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traitorRole.GreetTraitor(Codewords);
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@@ -272,7 +270,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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{
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var objective = _objectivesManager.GetRandomObjective(traitorRole.Mind, "TraitorObjectiveGroups");
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if (objective == null) continue;
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if (_mindSystem.TryAddObjective(traitorRole.Mind, objective))
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if (traitorRole.Mind.TryAddObjective(objective))
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difficulty += objective.Difficulty;
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}
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@@ -344,7 +342,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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foreach (var traitor in Traitors)
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{
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var name = traitor.Mind.CharacterName;
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_mindSystem.TryGetSession(traitor.Mind, out var session);
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traitor.Mind.TryGetSession(out var session);
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var username = session?.Name;
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var objectives = traitor.Mind.AllObjectives.ToArray();
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@@ -5,7 +5,6 @@ using Content.Server.Chat.Managers;
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using Content.Server.Disease;
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using Content.Server.Disease.Components;
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using Content.Server.Humanoid;
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using Content.Server.Mind;
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using Content.Server.Mind.Components;
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using Content.Server.Players;
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using Content.Server.Popups;
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@@ -44,7 +43,6 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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[Dependency] private readonly ActionsSystem _action = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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private Dictionary<string, string> _initialInfectedNames = new();
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@@ -104,7 +102,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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{
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var meta = MetaData(survivor);
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var username = string.Empty;
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if (TryComp<MindContainerComponent>(survivor, out var mindcomp))
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if (TryComp<MindComponent>(survivor, out var mindcomp))
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if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
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username = mindcomp.Mind.Session.Name;
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@@ -286,7 +284,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem
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DebugTools.AssertNotNull(mind.OwnedEntity);
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_mindSystem.AddRole(mind, new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(PatientZeroPrototypeID)));
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mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(PatientZeroPrototypeID)));
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var inCharacterName = string.Empty;
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if (mind.OwnedEntity != null)
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