Traitor (#2566)
* basic implementation * minor fixes * objectives temp commit * proper onstart bind * changes all conditions to be bound to a mind-instance * oops * oops v2 * adds possiblity to enable duplicate assignment of objective equal objectives are unable to be added * minor fixes, adds greentext * refactors incompatability to be defined by requirements * fixes a wrong whitespace * minor fix * addressed reviews v1 * address reviews v2 Co-authored-by: Exp <theexp111@gmail.com> * final sweep * adds/refactors traitor&sss cvars * Update Content.Server/Mobs/Mind.cs * never trust github web * adds datasets & makes codewords use them * addresses exp's reviews * addressed zumos reviews Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: Exp <theexp111@gmail.com>
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@@ -1,35 +1,47 @@
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using Content.Server.Mobs;
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#nullable enable
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using System;
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using Content.Server.Mobs;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.Objectives.Interfaces
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{
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public interface IObjectiveCondition : IExposeData
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public interface IObjectiveCondition : IExposeData, IEquatable<IObjectiveCondition>
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{
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/// <summary>
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/// Returns a copy of the IObjectiveCondition which is assigned to the mind.
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/// </summary>
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/// <param name="mind">Mind to assign to.</param>
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/// <returns>The new IObjectiveCondition.</returns>
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IObjectiveCondition GetAssigned(Mind mind);
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/// <summary>
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/// Returns the title of the condition.
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/// </summary>
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string GetTitle();
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string Title { get; }
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/// <summary>
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/// Returns the description of the condition.
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/// </summary>
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string GetDescription();
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string Description { get; }
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/// <summary>
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/// Returns a SpriteSpecifier to be used as an icon for the condition.
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/// </summary>
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SpriteSpecifier GetIcon();
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SpriteSpecifier Icon { get; }
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/// <summary>
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/// Returns the current progress of the condition in %.
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/// Returns the current progress of the condition in % from 0 to 1.
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/// </summary>
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/// <returns>Current progress in %.</returns>
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float GetProgress(Mind mind);
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float Progress { get; }
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/// <summary>
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/// Returns a difficulty of the condition.
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/// </summary>
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float GetDifficulty();
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float Difficulty { get; }
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void IExposeData.ExposeData(ObjectSerializer serializer){}
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}
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}
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