Move Access to ECS (#4826)

* Moved access to ecs

* Fixed tests

* Moved test to integration

* Better IoC

* Moved preset ID card

* Moved id card to ECS

* Moved access component to ECS

* Fixed pda access

* Final touches

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Alex Evgrashin
2021-10-22 05:31:07 +03:00
committed by GitHub
parent 430485de06
commit a3f16295ea
26 changed files with 409 additions and 466 deletions

View File

@@ -2,6 +2,8 @@ using System;
using System.Collections.Generic;
using System.Globalization;
using Content.Server.Access.Components;
using Content.Server.Access.Systems;
using Content.Server.CharacterAppearance.Components;
using Content.Server.Ghost.Components;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
@@ -19,6 +21,7 @@ using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Random;
@@ -32,6 +35,8 @@ namespace Content.Server.GameTicking
private const string PlayerPrototypeName = "MobHuman";
private const string ObserverPrototypeName = "MobObserver";
[Dependency] private readonly IdCardSystem _cardSystem = default!;
[ViewVariables(VVAccess.ReadWrite)]
private EntityCoordinates _spawnPoint;
@@ -228,8 +233,8 @@ namespace Content.Server.GameTicking
return;
var card = pdaComponent.ContainedID;
card.FullName = characterName;
card.JobTitle = jobPrototype.Name;
_cardSystem.TryChangeFullName(card.Owner.Uid, characterName, card);
_cardSystem.TryChangeJobTitle(card.Owner.Uid, jobPrototype.Name, card);
var access = card.Owner.GetComponent<AccessComponent>();
var accessTags = access.Tags;