using Content.Server.Antag;
using Content.Server.Traitor.Components;
using Content.Shared.Mind.Components;
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!;
[ValidatePrototypeId]
private const string DefaultTraitorRule = "Traitor";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMindAdded);
}
private void OnMindAdded(EntityUid uid, AutoTraitorComponent comp, MindAddedMessage args)
{
_antag.ForceMakeAntag(args.Mind.Comp.Session, DefaultTraitorRule);
}
}