Refactor minds to be entities with components, make roles components (#19591)

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
DrSmugleaf
2023-08-28 16:53:24 -07:00
committed by GitHub
parent e0ee397af7
commit 15c0211fb2
119 changed files with 1445 additions and 1289 deletions

View File

@@ -8,7 +8,6 @@ using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using PlayerData = Content.Server.Players.PlayerData;
namespace Content.Server.GameTicking
{
@@ -27,7 +26,7 @@ namespace Content.Server.GameTicking
{
var session = args.Session;
if (_mind.TryGetMind(session.UserId, out var mind))
if (_mind.TryGetMind(session.UserId, out var mindId, out var mind))
{
if (args.OldStatus == SessionStatus.Connecting && args.NewStatus == SessionStatus.Connected)
mind.Session = session;
@@ -35,7 +34,7 @@ namespace Content.Server.GameTicking
DebugTools.Assert(mind.Session == session);
}
DebugTools.Assert(session.GetMind() == mind);
DebugTools.Assert(session.GetMind() == mindId);
switch (args.NewStatus)
{
@@ -47,7 +46,7 @@ namespace Content.Server.GameTicking
if (session.Data.ContentDataUncast == null)
{
var data = new PlayerData(session.UserId, args.Session.Name);
data.Mind = mind;
data.Mind = mindId;
session.Data.ContentDataUncast = data;
}