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

@@ -5,7 +5,6 @@ using Content.Server.Electrocution;
using Content.Server.EUI;
using Content.Server.Ghost;
using Content.Server.Mind;
using Content.Server.Mind.Components;
using Content.Server.Popups;
using Content.Server.PowerCell;
using Content.Shared.Damage;
@@ -224,16 +223,16 @@ public sealed class DefibrillatorSystem : EntitySystem
_mobState.ChangeMobState(target, MobState.Critical, mob, uid);
_mobThreshold.SetAllowRevives(target, false, thresholds);
if (TryComp<MindContainerComponent>(target, out var mindComp) &&
mindComp.Mind?.Session is { } playerSession)
if (_mind.TryGetMind(target, out var mindId, out var mind) &&
mind.Session is { } playerSession)
{
session = playerSession;
// notify them they're being revived.
if (mindComp.Mind.CurrentEntity != target)
if (mind.CurrentEntity != target)
{
_chatManager.TrySendInGameICMessage(uid, Loc.GetString("defibrillator-ghosted"),
InGameICChatType.Speak, true);
_euiManager.OpenEui(new ReturnToBodyEui(mindComp.Mind, _mind), session);
_euiManager.OpenEui(new ReturnToBodyEui(mind, _mind), session);
}
}
else