Cult fix cloning & more (#355)

* - fix: Fix cult cloning.

* - tweak: Some tweaks.

* - fix: Cult door not rcd deconstructible.
This commit is contained in:
Aviu00
2024-06-14 14:01:26 +00:00
committed by GitHub
parent 894af847cd
commit f18cde3d6c
8 changed files with 37 additions and 25 deletions

View File

@@ -3,15 +3,12 @@ using Content.Server._Miracle.GulagSystem;
using Content.Server.Actions;
using Content.Server.Antag;
using Content.Server.Bible.Components;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.NPC.Systems;
using Content.Server.Objectives.Components;
using Content.Server.Roles;
using Content.Server.Roles.Jobs;
using Content.Server.RoundEnd;
using Content.Server.Shuttles.Components;
using Content.Server.StationEvents.Components;
using Content.Server.Storage.EntitySystems;
using Content.Shared.Body.Systems;
@@ -29,6 +26,7 @@ using Content.Shared._White;
using Content.Shared._White.Cult.Components;
using Content.Shared._White.Cult.Systems;
using Content.Shared._White.Mood;
using Content.Shared.Cloning;
using Content.Shared.Mind;
using Content.Shared.NPC.Systems;
using Robust.Server.Player;
@@ -72,10 +70,16 @@ public sealed class CultRuleSystem : GameRuleSystem<CultRuleComponent>
SubscribeLocalEvent<CultistComponent, ComponentInit>(OnCultistComponentInit);
SubscribeLocalEvent<CultistComponent, ComponentRemove>(OnCultistComponentRemoved);
SubscribeLocalEvent<CultistComponent, MobStateChangedEvent>(OnCultistsStateChanged);
SubscribeLocalEvent<CultistComponent, CloningEvent>(OnClone);
SubscribeLocalEvent<CultistRoleComponent, GetBriefingEvent>(OnGetBriefing);
}
private void OnClone(Entity<CultistComponent> ent, ref CloningEvent args)
{
RemoveObjectiveAndRole(ent);
}
protected override void Added(EntityUid uid, CultRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
base.Added(uid, component, gameRule, args);
@@ -178,6 +182,21 @@ public sealed class CultRuleSystem : GameRuleSystem<CultRuleComponent>
}
}
public void RemoveObjectiveAndRole(EntityUid uid)
{
if (!_mindSystem.TryGetMind(uid, out var mindId, out var mind))
return;
var objectives = mind.Objectives.FindAll(HasComp<PickCultTargetComponent>);
foreach (var obj in objectives)
{
_mindSystem.TryRemoveObjective(mindId, mind, mind.Objectives.IndexOf(obj));
}
if (_roleSystem.MindHasRole<CultistRoleComponent>(mindId))
_roleSystem.MindRemoveRole<CultistRoleComponent>(mindId);
}
private void OnCultistComponentRemoved(EntityUid uid, CultistComponent component, ComponentRemove args)
{
var query = QueryActiveRules();