Mind ECS (#16826)
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@@ -5,6 +5,8 @@ using Content.Server.GameTicking.Rules.Components;
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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.Components;
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using Content.Server.NPC.Systems;
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@@ -54,6 +56,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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[Dependency] private readonly SharedAudioSystem _audioSystem = 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 MindSystem _mindSystem = default!;
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public override void Initialize()
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{
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@@ -81,7 +84,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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continue;
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// If entity has a prior mind attached, add them to the players list.
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if (!TryComp<MindComponent>(uid, out var mindComponent))
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if (!TryComp<MindContainerComponent>(uid, out var mindComponent))
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continue;
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var session = mindComponent.Mind?.Session;
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@@ -571,22 +574,21 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args)
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{
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if (!TryComp<MindComponent>(uid, out var mindComponent) || mindComponent.Mind == null)
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if (!TryComp<MindContainerComponent>(uid, out var mindContainerComponent) || mindContainerComponent.Mind == null)
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return;
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var mind = mindComponent.Mind;
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var mind = mindContainerComponent.Mind;
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foreach (var nukeops in EntityQuery<NukeopsRuleComponent>())
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{
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if (nukeops.OperativeMindPendingData.TryGetValue(uid, out var role) || !nukeops.SpawnOutpost || !nukeops.EndsRound)
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{
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role ??= nukeops.OperativeRoleProto;
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mind.AddRole(new NukeopsRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
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_mindSystem.AddRole(mind, new NukeopsRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
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nukeops.OperativeMindPendingData.Remove(uid);
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}
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if (!mind.TryGetSession(out var playerSession))
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if (!_mindSystem.TryGetSession(mind, out var playerSession))
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return;
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if (nukeops.OperativePlayers.ContainsValue(playerSession))
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return;
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@@ -756,15 +758,11 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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var mob = EntityManager.SpawnEntity(species.Prototype, _random.Pick(spawns));
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SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear, profile, component);
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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 NukeopsRole(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 NukeopsRole(newMind, nukeOpsAntag));
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newMind.TransferTo(mob);
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_mindSystem.TransferTo(newMind, mob);
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}
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else if (addSpawnPoints)
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{
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@@ -810,7 +808,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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return;
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//ok hardcoded value bad but so is everything else here
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mind.AddRole(new NukeopsRole(mind, _prototypeManager.Index<AntagPrototype>("Nukeops")));
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_mindSystem.AddRole(mind, new NukeopsRole(mind, _prototypeManager.Index<AntagPrototype>("Nukeops")));
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SetOutfitCommand.SetOutfit(mind.OwnedEntity.Value, "SyndicateOperativeGearFull", EntityManager);
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}
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@@ -859,10 +857,10 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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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, MindComponent, MetaDataComponent>(true);
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var query = EntityQuery<NukeOperativeComponent, MindContainerComponent, MetaDataComponent>(true);
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foreach (var (_, mindComp, metaData) in query)
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{
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if (mindComp.Mind == null || !mindComp.Mind.TryGetSession(out var session))
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if (!mindComp.HasMind || !_mindSystem.TryGetSession(mindComp.Mind, out var session))
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continue;
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component.OperativePlayers.Add(metaData.EntityName, session);
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}
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