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.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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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.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Mobs.Roles;
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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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}
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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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/// <summary>
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/// Gives this mind a new role.
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/// Gives this mind a new role.
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/// </summary>
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/// </summary>
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@@ -20,18 +20,13 @@ namespace Content.Server.Objectives.Conditions
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return new DieCondition {_mind = mind};
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return new DieCondition {_mind = mind};
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}
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}
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public string Title => Loc.GetString("Die a glorius death");
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public string Title => Loc.GetString("Die a glorious death");
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public string Description => Loc.GetString("Die.");
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public string Description => Loc.GetString("Die.");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Mobs/Ghosts/ghost_human.rsi"), "icon");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Mobs/Ghosts/ghost_human.rsi"), "icon");
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public float Progress => _mind?
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public float Progress => (_mind?.CharacterDeadIC ?? true) ? 1f : 0f;
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.OwnedEntity?
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.GetComponentOrNull<IMobStateComponent>()?
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.IsDead() ?? false
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? 0f
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: 1f;
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public float Difficulty => 1f;
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public float Difficulty => 1f;
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@@ -18,37 +18,7 @@ namespace Content.Server.Objectives.Conditions
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon");
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public float Progress
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public float Progress => (Target?.CharacterDeadIC ?? true) ? 1f : 0f;
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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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// The previous form was "cleaner" but also didn't work because any failure meant the person was "not dead".
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// It may be an idea to move all this logic to Mind, as, say, "Mind.CharacterDead".
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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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// + Is being transformed into a donut 'dead'?
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// + *Ghost roles definitely shouldn't count as alive.*
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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 shouldn't be possible but assume dead just so the invalid goal doesn't do anything annoying.
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if (Target == null)
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return 1f;
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var targetOwnedEntity = Target.OwnedEntity;
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// This can be null if they're deleted (spike / brain nom)
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if (targetOwnedEntity == null)
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return 1f;
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var targetMobState = targetOwnedEntity.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 1f;
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// They might actually be alive.
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return targetMobState.IsDead() ? 1f : 0f;
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}
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}
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public float Difficulty => 2f;
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public float Difficulty => 2f;
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@@ -26,12 +26,7 @@ namespace Content.Server.Objectives.Conditions
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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/skub.rsi"), "icon"); //didn't know what else would have been a good icon for staying alive
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public float Progress => _mind?
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public float Progress => (_mind?.CharacterDeadIC ?? false) ? 0f : 1f;
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.OwnedEntity?
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.GetComponentOrNull<IMobStateComponent>()?
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.IsDead() ?? false
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? 0f
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: 1f;
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public float Difficulty => 1f;
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public float Difficulty => 1f;
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