using Content.Server.Antag;
using Content.Server.Traitor.Components;
using Content.Shared.Mind.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server.Traitor.Systems;
///
/// Makes entities with a traitor either immediately if they have a mind or when a mind is added.
///
public sealed class AutoTraitorSystem : EntitySystem
{
[Dependency] private readonly AntagSelectionSystem _antag = default!;
[Dependency] private readonly ISharedPlayerManager _player = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMindAdded);
}
private void OnMindAdded(EntityUid uid, AutoTraitorComponent comp, MindAddedMessage args)
{
if (!_player.TryGetSessionById(args.Mind.Comp.UserId, out var session))
return;
_antag.ForceMakeAntag(session, comp.Profile);
}
}