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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@@ -3,10 +3,11 @@ using Content.Server.EUI;
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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.Ghost.Roles.UI;
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using Content.Server.Mind.Commands;
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using Content.Server.Mind;
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using Content.Server.Mind.Commands;
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using Content.Server.Mind.Components;
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using Content.Server.Players;
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using Content.Server.Roles;
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using Content.Shared.Administration;
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using Content.Shared.Database;
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using Content.Shared.Follower;
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@@ -34,6 +35,7 @@ namespace Content.Server.Ghost.Roles
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[Dependency] private readonly FollowerSystem _followerSystem = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly RoleSystem _roleSystem = default!;
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private uint _nextRoleIdentifier;
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private bool _needsUpdateGhostRoleCount = true;
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@@ -219,7 +221,7 @@ namespace Content.Server.Ghost.Roles
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var newMind = _mindSystem.CreateMind(player.UserId,
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EntityManager.GetComponent<MetaDataComponent>(mob).EntityName);
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_mindSystem.AddRole(newMind, new GhostRoleMarkerRole(newMind, role.RoleName));
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_roleSystem.MindAddRole(newMind, new GhostRoleMarkerRoleComponent { Name = role.RoleName });
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_mindSystem.SetUserId(newMind, player.UserId);
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_mindSystem.TransferTo(newMind, mob);
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