using Content.Server.Antag.Components;
using Content.Server.Objectives;
using Content.Shared.Mind;
using Content.Shared.Objectives.Systems;
namespace Content.Server.Antag;
///
/// Adds fixed objectives to an antag made with AntagObjectivesComponent.
///
public sealed class AntagObjectivesSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mind = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnAntagSelected);
}
private void OnAntagSelected(Entity ent, ref AfterAntagEntitySelectedEvent args)
{
if (!_mind.TryGetMind(args.Session, out var mindId, out var mind))
{
Log.Error($"Antag {ToPrettyString(args.EntityUid):player} was selected by {ToPrettyString(ent):rule} but had no mind attached!");
return;
}
foreach (var id in ent.Comp.Objectives)
{
_mind.TryAddObjective(mindId, mind, id);
}
}
}