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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@@ -1,3 +1,4 @@
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using Content.Server.Mind;
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using Content.Server.Mind.Components;
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using Content.Server.Objectives.Interfaces;
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using Content.Shared.Humanoid;
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@@ -9,27 +10,27 @@ namespace Content.Server.Objectives.Conditions;
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[DataDefinition]
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public sealed partial class KillRandomPersonCondition : KillPersonCondition
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{
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public override IObjectiveCondition GetAssigned(Mind.Mind mind)
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public override IObjectiveCondition GetAssigned(EntityUid mindId, MindComponent mind)
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{
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var allHumans = new List<Mind.Mind>();
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var allHumans = new List<EntityUid>();
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var query = EntityManager.EntityQuery<MindContainerComponent, HumanoidAppearanceComponent>(true);
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foreach (var (mc, _) in query)
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{
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var entity = mc.Mind?.OwnedEntity;
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var entity = EntityManager.GetComponentOrNull<MindComponent>(mc.Mind)?.OwnedEntity;
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if (entity == default)
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continue;
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if (EntityManager.TryGetComponent(entity, out MobStateComponent? mobState) &&
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MobStateSystem.IsAlive(entity.Value, mobState) &&
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mc.Mind != mind && mc.Mind != null)
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mc.Mind != mindId && mc.Mind != null)
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{
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allHumans.Add(mc.Mind);
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allHumans.Add(mc.Mind.Value);
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}
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}
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if (allHumans.Count == 0)
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return new DieCondition(); // I guess I'll die
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return new KillRandomPersonCondition {Target = IoCManager.Resolve<IRobustRandom>().Pick(allHumans)};
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return new KillRandomPersonCondition {TargetMindId = IoCManager.Resolve<IRobustRandom>().Pick(allHumans)};
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}
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}
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