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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@@ -1,24 +1,26 @@
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using System.Linq;
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using Content.Server.GameTicking.Rules;
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using Content.Server.Mind;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Roles.Jobs;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Content.Server.GameTicking.Rules;
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using Content.Server.Roles;
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namespace Content.Server.Objectives.Conditions
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{
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[DataDefinition]
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public sealed partial class RandomTraitorProgressCondition : IObjectiveCondition
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{
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private Mind.Mind? _target;
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// TODO ecs all of this
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private EntityUid? _target;
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public IObjectiveCondition GetAssigned(Mind.Mind mind)
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public IObjectiveCondition GetAssigned(EntityUid mindId, MindComponent mind)
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{
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//todo shit of a fuck
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var entityMgr = IoCManager.Resolve<IEntityManager>();
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var traitors = entityMgr.EntitySysManager.GetEntitySystem<TraitorRuleSystem>().GetOtherTraitorsAliveAndConnected(mind).ToList();
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List<TraitorRole> removeList = new();
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var traitors = entityMgr.System<TraitorRuleSystem>().GetOtherTraitorMindsAliveAndConnected(mind).ToList();
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List<EntityUid> removeList = new();
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foreach (var traitor in traitors)
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{
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@@ -28,7 +30,7 @@ namespace Content.Server.Objectives.Conditions
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{
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if (condition is RandomTraitorProgressCondition)
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{
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removeList.Add(traitor);
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removeList.Add(traitor.Id);
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}
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}
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}
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@@ -36,11 +38,11 @@ namespace Content.Server.Objectives.Conditions
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foreach (var traitor in removeList)
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{
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traitors.Remove(traitor);
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traitors.RemoveAll(t => t.Id == traitor);
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}
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if (traitors.Count == 0) return new EscapeShuttleCondition{}; //You were made a traitor by admins, and are the first/only.
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return new RandomTraitorProgressCondition { _target = IoCManager.Resolve<IRobustRandom>().Pick(traitors).Mind };
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return new RandomTraitorProgressCondition { _target = IoCManager.Resolve<IRobustRandom>().Pick(traitors).Id };
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}
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public string Title
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@@ -48,13 +50,18 @@ namespace Content.Server.Objectives.Conditions
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get
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{
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var targetName = string.Empty;
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var jobName = _target?.CurrentJob?.Name ?? "Unknown";
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var entities = IoCManager.Resolve<IEntityManager>();
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var jobs = entities.System<JobSystem>();
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var jobName = jobs.MindTryGetJobName(_target);
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if (_target == null)
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return Loc.GetString("objective-condition-other-traitor-progress-title", ("targetName", targetName), ("job", jobName));
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if (_target.OwnedEntity is {Valid: true} owned)
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targetName = IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(owned).EntityName;
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if (entities.TryGetComponent(_target, out MindComponent? mind) &&
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mind.OwnedEntity is {Valid: true} owned)
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{
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targetName = entities.GetComponent<MetaDataComponent>(owned).EntityName;
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}
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return Loc.GetString("objective-condition-other-traitor-progress-title", ("targetName", targetName), ("job", jobName));
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}
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@@ -66,9 +73,8 @@ namespace Content.Server.Objectives.Conditions
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public float Progress
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{
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get {
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var entMan = IoCManager.Resolve<IEntityManager>();
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get
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{
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float total = 0f; // how much progress they have
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float max = 0f; // how much progress is needed for 100%
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@@ -78,12 +84,16 @@ namespace Content.Server.Objectives.Conditions
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return 1f;
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}
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foreach (var objective in _target.AllObjectives)
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var entities = IoCManager.Resolve<IEntityManager>();
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if (entities.TryGetComponent(_target, out MindComponent? mind))
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{
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foreach (var condition in objective.Conditions)
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foreach (var objective in mind.AllObjectives)
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{
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max++; // things can only be up to 100% complete yeah
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total += condition.Progress;
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foreach (var condition in objective.Conditions)
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{
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max++; // things can only be up to 100% complete yeah
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total += condition.Progress;
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}
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}
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}
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