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>
This commit is contained in:
Paul Ritter
2020-11-22 08:38:07 +01:00
committed by GitHub
parent 392454b4cb
commit 6602c8c972
24 changed files with 724 additions and 27 deletions

View File

@@ -0,0 +1,60 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.Mobs;
using Content.Server.Objectives.Interfaces;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using YamlDotNet.RepresentationModel;
namespace Content.Server.Objectives
{
[Prototype("objective")]
public class ObjectivePrototype : IPrototype, IIndexedPrototype
{
[ViewVariables]
public string ID { get; private set; }
[ViewVariables(VVAccess.ReadWrite)]
public string Issuer { get; private set; }
[ViewVariables]
public float Probability { get; private set; }
[ViewVariables]
public IReadOnlyList<IObjectiveCondition> Conditions => _conditions;
[ViewVariables]
public IReadOnlyList<IObjectiveRequirement> Requirements => _requirements;
[ViewVariables]
public float Difficulty => _difficultyOverride ?? _conditions.Sum(c => c.GetDifficulty());
private List<IObjectiveCondition> _conditions = new List<IObjectiveCondition>();
private List<IObjectiveRequirement> _requirements = new List<IObjectiveRequirement>();
[ViewVariables(VVAccess.ReadWrite)]
private float? _difficultyOverride = null;
public bool CanBeAssigned(Mind mind)
{
foreach (var requirement in _requirements)
{
if (!requirement.CanBeAssigned(mind)) return false;
}
return true;
}
public void LoadFrom(YamlMappingNode mapping)
{
var ser = YamlObjectSerializer.NewReader(mapping);
ser.DataField(this, x => x.ID, "id", string.Empty);
ser.DataField(this, x => x.Issuer, "issuer", "Unknown");
ser.DataField(this, x => x.Probability, "prob", 0.3f);
ser.DataField(this, x => x._conditions, "conditions", new List<IObjectiveCondition>());
ser.DataField(this, x => x._requirements, "requirements", new List<IObjectiveRequirement>());
ser.DataField(this, x => x._difficultyOverride, "difficultyOverride", null);
}
}
}