Require traitors to maroon their objective no matter what (#35825)

* jesus

* okay.

* OOPS

* ok

* ok

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* ok

* Update Resources/Prototypes/Objectives/paradoxClone.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Objectives/base_objectives.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* m

* ok

* ok

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Jackson Langley
2025-04-20 16:34:19 -05:00
committed by GitHub
parent 1ba2dfa10e
commit 256b6b88fb
5 changed files with 28 additions and 25 deletions

View File

@@ -10,8 +10,14 @@ namespace Content.Server.Objectives.Components;
public sealed partial class KillPersonConditionComponent : Component
{
/// <summary>
/// Whether the target must be truly dead, ignores missing evac.
/// Whether the target must be dead
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool RequireDead = false;
/// <summary>
/// Whether the target must not be on evac
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool RequireMaroon = false;
}

View File

@@ -29,36 +29,30 @@ public sealed class KillPersonConditionSystem : EntitySystem
if (!_target.GetTarget(uid, out var target))
return;
args.Progress = GetProgress(target.Value, comp.RequireDead);
args.Progress = GetProgress(target.Value, comp.RequireDead, comp.RequireMaroon);
}
private float GetProgress(EntityUid target, bool requireDead)
private float GetProgress(EntityUid target, bool requireDead, bool requireMaroon)
{
// deleted or gibbed or something, counts as dead
if (!TryComp<MindComponent>(target, out var mind) || mind.OwnedEntity == null)
return 1f;
// dead is success
if (_mind.IsCharacterDeadIc(mind))
return 1f;
var targetDead = _mind.IsCharacterDeadIc(mind);
var targetMarooned = !_emergencyShuttle.IsTargetEscaping(target) &&
_emergencyShuttle.ShuttlesLeft;
if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled) && requireMaroon)
{
requireDead = true;
requireMaroon = false;
}
// if the target has to be dead dead then don't check evac stuff
if (requireDead)
if (requireDead && !targetDead)
return 0f;
// if evac is disabled then they really do have to be dead
if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled))
return 0f;
if (requireMaroon) // if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
return targetMarooned ? 1f : _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
// target is escaping so you fail
if (_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value))
return 0f;
// evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off.
if (_emergencyShuttle.ShuttlesLeft)
return 1f;
// if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
return _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
return 1f; // Good job you did it woohoo
}
}

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@@ -1 +1,3 @@
objective-condition-kill-person-title = Kill or maroon {$targetName}, {CAPITALIZE($job)}
objective-condition-kill-maroon-title = Kill and maroon {$targetName}, {CAPITALIZE($job)}
objective-condition-maroon-person-title = Maroon {$targetName}, {CAPITALIZE($job)}

View File

@@ -34,7 +34,7 @@
components:
- type: PickSpecificPerson
- type: KillPersonCondition
requireDead: true # don't count missing evac as killing
requireDead: true
- type: TargetObjective
title: objective-condition-kill-head-title # kill <name>, <job>

View File

@@ -89,13 +89,13 @@
difficulty: 1.75
unique: false
- type: TargetObjective
title: objective-condition-kill-person-title
title: objective-condition-maroon-person-title
- type: PickRandomPerson
- type: entity
parent: [BaseTraitorObjective, BaseKillObjective]
id: KillRandomHeadObjective
description: We need this head gone and you probably know why. Good luck, agent.
description: We need this head gone and you probably know why. Make sure they don't make it to centcomm, even if they're dead. Good luck, agent.
components:
- type: Objective
# technically its still possible for KillRandomPersonObjective to roll a head but this is guaranteed, so higher difficulty
@@ -103,12 +103,13 @@
# killing 1 head is enough
unique: true
- type: TargetObjective
title: objective-condition-kill-head-title
title: objective-condition-kill-maroon-title
- type: PickRandomHead
- type: KillPersonCondition
# don't count missing evac as killing as heads are higher profile, so you really need to do the dirty work
# if ce flies a shittle to centcom you better find a way onto it
requireDead: true
requireMaroon: true
# social