New Objective: Ensure another traitor stays alive. (#6020)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -41,6 +41,8 @@ public class TraitorRuleSystem : GameRuleSystem
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private readonly List<TraitorRole> _traitors = new ();
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private readonly List<TraitorRole> _traitors = new ();
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private const string TraitorPrototypeID = "Traitor";
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private const string TraitorPrototypeID = "Traitor";
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public int TotalTraitors => _traitors.Count;
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public override void Initialize()
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public override void Initialize()
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{
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{
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@@ -0,0 +1,79 @@
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using System.Collections.Generic;
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using Content.Server.Mind.Components;
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using Content.Server.Objectives.Interfaces;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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using Robust.Shared.Localization;
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using Robust.Shared.Utility;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Content.Server.Traitor;
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namespace Content.Server.Objectives.Conditions
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{
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[DataDefinition]
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public class RandomTraitorAliveCondition : IObjectiveCondition
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{
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protected Mind.Mind? Target;
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public IObjectiveCondition GetAssigned(Mind.Mind mind)
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{
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var entityMgr = IoCManager.Resolve<IEntityManager>();
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List<Mind.Mind> _allOtherTraitors = new List<Mind.Mind>();
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foreach (var targetMind in entityMgr.EntityQuery<MindComponent>())
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{
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if (targetMind.Mind?.CharacterDeadIC == false && targetMind.Mind != mind && targetMind.Mind?.HasRole<TraitorRole>() == true)
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{
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_allOtherTraitors.Add(targetMind.Mind);
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}
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}
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return new RandomTraitorAliveCondition {Target = IoCManager.Resolve<IRobustRandom>().Pick(_allOtherTraitors)};
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}
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public string Title
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{
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get
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{
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var targetName = string.Empty;
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if (Target == null)
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return Loc.GetString("objective-condition-other-traitor-alive-title", ("targetName", targetName));
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if (Target.CharacterName != null)
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targetName = Target.CharacterName;
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else if (Target.OwnedEntity is {Valid: true} owned)
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targetName = IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(owned).EntityName;
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return Loc.GetString("objective-condition-other-traitor-alive-title", ("targetName", targetName));
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}
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}
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public string Description => Loc.GetString("objective-condition-other-traitor-alive-description");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Misc/bureaucracy.rsi"), "folder_red");
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public float Progress => (!Target?.CharacterDeadIC ?? true) ? 1f : 0f;
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public float Difficulty => 1.75f;
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public bool Equals(IObjectiveCondition? other)
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{
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return other is RandomTraitorAliveCondition kpc && Equals(Target, kpc.Target);
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}
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public override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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return obj is RandomTraitorAliveCondition alive && alive.Equals(this);
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}
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public override int GetHashCode()
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{
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return Target?.GetHashCode() ?? 0;
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}
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}
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}
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@@ -21,7 +21,7 @@ namespace Content.Server.Objectives.Conditions
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public string Description => Loc.GetString("objective-condition-stay-alive-description");
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public string Description => Loc.GetString("objective-condition-stay-alive-description");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Misc/skub.rsi"), "icon"); //didn't know what else would have been a good icon for staying alive
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Misc/bureaucracy.rsi"), "folder_white");
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public float Progress => (_mind?.CharacterDeadIC ?? false) ? 0f : 1f;
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public float Progress => (_mind?.CharacterDeadIC ?? false) ? 0f : 1f;
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@@ -0,0 +1,21 @@
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using System;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Traitor;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.GameObjects;
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using Content.Server.GameTicking.Rules;
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namespace Content.Server.Objectives.Requirements
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{
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[DataDefinition]
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public class MultipleTraitorsRequirement : IObjectiveRequirement
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{
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[DataField("traitors")]
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private readonly int _requiredTraitors = 2;
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public bool CanBeAssigned(Mind.Mind mind)
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{
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return EntitySystem.Get<TraitorRuleSystem>().TotalTraitors >= _requiredTraitors;
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}
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}
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}
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@@ -0,0 +1,2 @@
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objective-condition-other-traitor-alive-title = Ensure fellow traitor {$targetName} stays alive.
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objective-condition-other-traitor-alive-description = Identify yourself at your own risk. We just need them alive.
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@@ -1,2 +1,2 @@
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objective-condition-steal-title = Steal {$amount}{$itemName}
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objective-condition-steal-title = Steal {$amount}{$itemName}.
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objective-condition-steal-description = We need you to steal {$itemName}. Don't get caught.
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objective-condition-steal-description = We need you to steal {$itemName}. Don't get caught.
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@@ -15,9 +15,25 @@
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issuer: syndicate
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issuer: syndicate
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requirements:
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requirements:
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- !type:TraitorRequirement {}
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- !type:TraitorRequirement {}
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- !type:IncompatibleConditionsRequirement
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conditions:
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- RandomTraitorAliveCondition
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conditions:
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conditions:
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- !type:KillRandomPersonCondition {}
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- !type:KillRandomPersonCondition {}
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canBeDuplicate: true
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canBeDuplicate: true
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- type: objective
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id: RandomTraitorAliveObjective
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issuer: syndicate
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requirements:
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- !type:TraitorRequirement {}
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- !type:IncompatibleConditionsRequirement
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conditions:
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- KillRandomPersonCondition
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- !type:MultipleTraitorsRequirement
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conditions:
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- !type:RandomTraitorAliveCondition {}
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canBeDuplicate: true
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- type: objective
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- type: objective
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id: StayAliveObjective
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id: StayAliveObjective
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