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

@@ -16,14 +16,12 @@ using Content.Shared.Roles;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Robust.Shared.Enums;
using Robust.Shared.Player;
namespace Content.Server.GameTicking.Rules;
@@ -68,15 +66,14 @@ public sealed class PiratesRuleSystem : GameRuleSystem<PiratesRuleComponent>
}
else
{
List<(double, EntityUid)> mostValuableThefts = new();
var comp1 = pirates;
var finalValue = _pricingSystem.AppraiseGrid(pirates.PirateShip, uid =>
{
foreach (var mind in comp1.Pirates)
foreach (var mindId in comp1.Pirates)
{
if (mind.CurrentEntity == uid)
if (TryComp(mindId, out MindComponent? mind) && mind.CurrentEntity == uid)
return false; // Don't appraise the pirates twice, we count them in separately.
}
@@ -92,9 +89,9 @@ public sealed class PiratesRuleSystem : GameRuleSystem<PiratesRuleComponent>
mostValuableThefts.Pop();
});
foreach (var mind in pirates.Pirates)
foreach (var mindId in pirates.Pirates)
{
if (mind.CurrentEntity is not null)
if (TryComp(mindId, out MindComponent? mind) && mind.CurrentEntity is not null)
finalValue += _pricingSystem.GetPrice(mind.CurrentEntity.Value);
}
@@ -119,7 +116,10 @@ public sealed class PiratesRuleSystem : GameRuleSystem<PiratesRuleComponent>
ev.AddLine(Loc.GetString("pirates-list-start"));
foreach (var pirate in pirates.Pirates)
{
ev.AddLine($"- {pirate.CharacterName} ({pirate.Session?.Name})");
if (TryComp(pirate, out MindComponent? mind))
{
ev.AddLine($"- {mind.CharacterName} ({mind.Session?.Name})");
}
}
}
}
@@ -239,7 +239,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem<PiratesRuleComponent>
}
//Forcing one player to be a pirate.
public void MakePirate(Mind.Mind mind)
public void MakePirate(EntityUid mindId, MindComponent mind)
{
if (!mind.OwnedEntity.HasValue)
return;