6
2026-01-24 12:49:55 +03:00

31 lines
1.1 KiB
C#

using Content.Server._NF.Pirate.Components;
using Content.Server.Antag;
using Content.Shared.Mind.Components;
using Robust.Server.Player;
namespace Content.Server._NF.Pirate.Systems;
// Rule-independent system that ensures if auto-pirates get added, the rules get set up properly.
public sealed class AutoPirateSystem : EntitySystem
{
[Dependency] private readonly AntagSelectionSystem _antag = default!;
[Dependency] private readonly IPlayerManager _player = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AutoPirateComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<AutoPirateFirstMateComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<AutoPirateCaptainComponent, MindAddedMessage>(OnMindAdded);
}
private void OnMindAdded(EntityUid uid, Component _, MindAddedMessage args)
{
if (!_player.TryGetSessionById(args.Mind.Comp.UserId, out var session))
return;
_antag.ForceMakeAntag<AutoPirateComponent>(session, "NFPirate");
}
}