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>
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@@ -1,5 +1,5 @@
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using Content.Server.GameTicking;
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using Content.Server.Players;
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using Content.Server.Mind;
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using Content.Shared.Administration;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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@@ -9,6 +9,8 @@ namespace Content.Server.Ghost
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[AnyCommand]
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public sealed class Ghost : IConsoleCommand
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{
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[Dependency] private readonly IEntityManager _entities = default!;
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public string Command => "ghost";
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public string Description => "Give up on life and become a ghost.";
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public string Help => "ghost";
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@@ -22,14 +24,14 @@ namespace Content.Server.Ghost
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return;
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}
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var mind = player.ContentData()?.Mind;
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if (mind == null)
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var minds = _entities.System<MindSystem>();
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if (!minds.TryGetMind(player, out var mindId, out var mind))
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{
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shell.WriteLine("You have no Mind, you can't ghost.");
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return;
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}
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if (!EntitySystem.Get<GameTicker>().OnGhostAttempt(mind, true, viaCommand:true))
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if (!EntitySystem.Get<GameTicker>().OnGhostAttempt(mindId, true, true, mind))
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{
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shell.WriteLine("You can't ghost right now.");
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}
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