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
This commit is contained in:
20kdc
2021-11-15 18:14:34 +00:00
committed by GitHub
parent c3a7548545
commit 4cce40bd9f
26 changed files with 229 additions and 68 deletions

View File

@@ -37,9 +37,9 @@ namespace Content.IntegrationTests.Tests
visitEnt = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
mind = new Mind(player.UserId);
player.ContentData().Mind = mind;
mind.ChangeOwningPlayer(player.UserId);
mind.TransferTo(playerEnt);
mind.TransferTo(playerEnt.Uid);
mind.Visit(visitEnt);
Assert.That(player.AttachedEntity, Is.EqualTo(visitEnt));
@@ -81,9 +81,9 @@ namespace Content.IntegrationTests.Tests
playerEnt = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
mind = new Mind(player.UserId);
player.ContentData().Mind = mind;
mind.ChangeOwningPlayer(player.UserId);
mind.TransferTo(playerEnt);
mind.TransferTo(playerEnt.Uid);
Assert.That(mind.CurrentEntity, Is.EqualTo(playerEnt));
});
@@ -130,9 +130,9 @@ namespace Content.IntegrationTests.Tests
playerEnt = entMgr.SpawnEntity(null, grid.ToCoordinates());
mind = new Mind(player.UserId);
player.ContentData().Mind = mind;
mind.ChangeOwningPlayer(player.UserId);
mind.TransferTo(playerEnt);
mind.TransferTo(playerEnt.Uid);
Assert.That(mind.CurrentEntity, Is.EqualTo(playerEnt));
});