Objectives all use a consistent definition of "dead" defined in Mind now. DieCondition is no longer inverted. (#4006)

More brain fixes, mainly
This commit is contained in:
20kdc
2021-05-15 16:46:55 +01:00
committed by GitHub
parent ae8887dea6
commit f6a2daffa9
4 changed files with 40 additions and 44 deletions

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Observer;
using Content.Server.Mobs.Roles;
@@ -106,6 +107,41 @@ namespace Content.Server.Mobs
}
}
/// <summary>
/// True if this Mind is 'sufficiently dead' IC (objectives, endtext).
/// Note that this is *IC logic*, it's not necessarily tied to any specific truth.
/// "If administrators decide that zombies are dead, this returns true for zombies."
/// (Maybe you were looking for the action blocker system?)
/// </summary>
[ViewVariables]
public bool CharacterDeadIC
{
get
{
// This is written explicitly so that the logic can be understood.
// But it's also weird and potentially situational.
// Specific considerations when updating this:
// + Does being turned into a borg (if/when implemented) count as dead?
// *If not, add specific conditions to users of this property where applicable.*
// + Is being transformed into a donut 'dead'?
// TODO: Consider changing the way ghost roles work.
// Mind is an *IC* mind, therefore ghost takeover is IC revival right now.
// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
// This can be null if they're deleted (spike / brain nom)
if (OwnedEntity == null)
return true;
var targetMobState = OwnedEntity.GetComponentOrNull<IMobStateComponent>();
// This can be null if it's a brain (this happens very often)
// Brains are the result of gibbing so should definitely count as dead
if (targetMobState == null)
return true;
// They might actually be alive.
return targetMobState.IsDead();
}
}
/// <summary>
/// Gives this mind a new role.
/// </summary>

View File

@@ -20,18 +20,13 @@ namespace Content.Server.Objectives.Conditions
return new DieCondition {_mind = mind};
}
public string Title => Loc.GetString("Die a glorius death");
public string Title => Loc.GetString("Die a glorious death");
public string Description => Loc.GetString("Die.");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Mobs/Ghosts/ghost_human.rsi"), "icon");
public float Progress => _mind?
.OwnedEntity?
.GetComponentOrNull<IMobStateComponent>()?
.IsDead() ?? false
? 0f
: 1f;
public float Progress => (_mind?.CharacterDeadIC ?? true) ? 1f : 0f;
public float Difficulty => 1f;

View File

@@ -18,37 +18,7 @@ namespace Content.Server.Objectives.Conditions
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon");
public float Progress
{
get
{
// This is written explicitly so that the logic can be understood.
// The previous form was "cleaner" but also didn't work because any failure meant the person was "not dead".
// It may be an idea to move all this logic to Mind, as, say, "Mind.CharacterDead".
// But it's also weird and potentially situational.
// Specific considerations when updating this:
// + Does being turned into a borg (if/when implemented) count as dead?
// + Is being transformed into a donut 'dead'?
// + *Ghost roles definitely shouldn't count as alive.*
// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
// This shouldn't be possible but assume dead just so the invalid goal doesn't do anything annoying.
if (Target == null)
return 1f;
var targetOwnedEntity = Target.OwnedEntity;
// This can be null if they're deleted (spike / brain nom)
if (targetOwnedEntity == null)
return 1f;
var targetMobState = targetOwnedEntity.GetComponentOrNull<IMobStateComponent>();
// This can be null if it's a brain (this happens very often)
// Brains are the result of gibbing so should definitely count as dead
if (targetMobState == null)
return 1f;
// They might actually be alive.
return targetMobState.IsDead() ? 1f : 0f;
}
}
public float Progress => (Target?.CharacterDeadIC ?? true) ? 1f : 0f;
public float Difficulty => 2f;

View File

@@ -26,12 +26,7 @@ namespace Content.Server.Objectives.Conditions
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
public float Progress => _mind?
.OwnedEntity?
.GetComponentOrNull<IMobStateComponent>()?
.IsDead() ?? false
? 0f
: 1f;
public float Progress => (_mind?.CharacterDeadIC ?? false) ? 0f : 1f;
public float Difficulty => 1f;