Ghost roles create new minds, better tracking of roles at round end screen (#5175)
* Ghost roles now get new Minds
* Some round start/end button stuff
* Mind tracking for better round end reports
* Make traitor kill objectives use mind CharacterName rather than actual occupied entity ("kill brain" prevention)
* Transition over to EntityUid for mind stuff because that's the only way to do it
* BrainSystem fix for PR rebase
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@@ -37,9 +37,9 @@ namespace Content.IntegrationTests.Tests
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visitEnt = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
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mind = new Mind(player.UserId);
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player.ContentData().Mind = mind;
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mind.ChangeOwningPlayer(player.UserId);
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mind.TransferTo(playerEnt);
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mind.TransferTo(playerEnt.Uid);
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mind.Visit(visitEnt);
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Assert.That(player.AttachedEntity, Is.EqualTo(visitEnt));
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@@ -81,9 +81,9 @@ namespace Content.IntegrationTests.Tests
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playerEnt = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
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mind = new Mind(player.UserId);
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player.ContentData().Mind = mind;
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mind.ChangeOwningPlayer(player.UserId);
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mind.TransferTo(playerEnt);
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mind.TransferTo(playerEnt.Uid);
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Assert.That(mind.CurrentEntity, Is.EqualTo(playerEnt));
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});
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@@ -130,9 +130,9 @@ namespace Content.IntegrationTests.Tests
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playerEnt = entMgr.SpawnEntity(null, grid.ToCoordinates());
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mind = new Mind(player.UserId);
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player.ContentData().Mind = mind;
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mind.ChangeOwningPlayer(player.UserId);
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mind.TransferTo(playerEnt);
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mind.TransferTo(playerEnt.Uid);
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Assert.That(mind.CurrentEntity, Is.EqualTo(playerEnt));
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});
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