Objectives (#2459)
* temp commit to save progress * adds objectives * refactors mind.addobjective a bit * better names for my testobjectives which i'll remove later on anyways * nullable errors * some misc fixes * no sorted or set, what was i thinking here? * removes unused imports * added commands * fully implements stealcondition * started uiwork * moved prototypeicon to engine * removes objective class & uiwork * refactors ui to only update when opened adds progresstexturerect * adds some margin * removes some testing code * ignores objectiveprototypes on clientside * fixes * removes using statements for exp * gets the job * always show issuer * locs & _ * giving commands some love * Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterBar.cs Co-authored-by: Exp <theexp111@gmail.com> * makes commands use new thingy * string interpolation * good catch exp * loc'd * linq gone * runtime * moves function from engine * oopsie * Update Content.Server/Objectives/Conditions/StealCondition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * makes messages directed * base call & validation * shuffle once * No? Money down! Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: Exp <theexp111@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Mobs.Roles;
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using Content.Server.Objectives;
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using Content.Server.Players;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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@@ -27,6 +28,8 @@ namespace Content.Server.Mobs
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{
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private readonly ISet<Role> _roles = new HashSet<Role>();
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private readonly List<ObjectivePrototype> _objectives = new List<ObjectivePrototype>();
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/// <summary>
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/// Creates the new mind attached to a specific player session.
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/// </summary>
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@@ -74,6 +77,12 @@ namespace Content.Server.Mobs
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[ViewVariables]
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public IEnumerable<Role> AllRoles => _roles;
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/// <summary>
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/// An enumerable over all the objectives this mind has.
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/// </summary>
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[ViewVariables]
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public IEnumerable<ObjectivePrototype> AllObjectives => _objectives;
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/// <summary>
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/// The session of the player owning this mind.
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/// Can be null, in which case the player is currently not logged in.
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@@ -144,6 +153,32 @@ namespace Content.Server.Mobs
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return _roles.Any(role => role.GetType() == t);
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}
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/// <summary>
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/// Adds an objective to this mind.
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/// </summary>
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public bool TryAddObjective(ObjectivePrototype objective)
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{
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if (!objective.CanBeAssigned(this))
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return false;
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_objectives.Add(objective);
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return true;
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}
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/// <summary>
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/// Removes an objective to this mind.
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/// </summary>
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/// <returns>Returns true if the removal succeeded.</returns>
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public bool TryRemoveObjective(int index)
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{
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if (_objectives.Count >= index) return false;
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var objective = _objectives[index];
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_objectives.Remove(objective);
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return true;
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}
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/// <summary>
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/// Transfer this mind's control over to a new entity.
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/// </summary>
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