Objectives all use a consistent definition of "dead" defined in Mind now. DieCondition is no longer inverted. (#4006)
More brain fixes, mainly
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Mobs.Roles;
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@@ -106,6 +107,41 @@ namespace Content.Server.Mobs
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}
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}
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/// <summary>
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/// True if this Mind is 'sufficiently dead' IC (objectives, endtext).
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/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
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/// "If administrators decide that zombies are dead, this returns true for zombies."
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/// (Maybe you were looking for the action blocker system?)
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/// </summary>
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[ViewVariables]
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public bool CharacterDeadIC
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{
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get
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{
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// This is written explicitly so that the logic can be understood.
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// But it's also weird and potentially situational.
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// Specific considerations when updating this:
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// + Does being turned into a borg (if/when implemented) count as dead?
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// *If not, add specific conditions to users of this property where applicable.*
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// + Is being transformed into a donut 'dead'?
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// TODO: Consider changing the way ghost roles work.
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// Mind is an *IC* mind, therefore ghost takeover is IC revival right now.
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// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
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// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
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// This can be null if they're deleted (spike / brain nom)
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if (OwnedEntity == null)
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return true;
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var targetMobState = OwnedEntity.GetComponentOrNull<IMobStateComponent>();
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// This can be null if it's a brain (this happens very often)
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// Brains are the result of gibbing so should definitely count as dead
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if (targetMobState == null)
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return true;
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// They might actually be alive.
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return targetMobState.IsDead();
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}
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}
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/// <summary>
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/// Gives this mind a new role.
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/// </summary>
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