using Content.Server.Ninja.Systems; using Content.Server.Objectives.Interfaces; using Robust.Shared.Random; using Robust.Shared.Utility; namespace Content.Server.Objectives.Conditions; [DataDefinition] public sealed class DoorjackCondition : IObjectiveCondition { private Mind.Mind? _mind; private int _target; public IObjectiveCondition GetAssigned(Mind.Mind mind) { // TODO: clamp to number of doors on station incase its somehow a shittle or something return new DoorjackCondition { _mind = mind, _target = IoCManager.Resolve().Next(15, 40) }; } public string Title => Loc.GetString("objective-condition-doorjack-title", ("count", _target)); public string Description => Loc.GetString("objective-condition-doorjack-description", ("count", _target)); public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Tools/emag.rsi"), "icon"); public float Progress { get { // prevent divide-by-zero if (_target == 0) return 1f; if (!NinjaSystem.GetNinjaRole(_mind, out var role)) return 0f; return (float) role.DoorsJacked / (float) _target; } } public float Difficulty => 1.5f; public bool Equals(IObjectiveCondition? other) { return other is DoorjackCondition cond && Equals(_mind, cond._mind) && _target == cond._target; } public override bool Equals(object? obj) { if (ReferenceEquals(null, obj)) return false; if (ReferenceEquals(this, obj)) return true; return obj is DoorjackCondition cond && cond.Equals(this); } public override int GetHashCode() { return HashCode.Combine(_mind?.GetHashCode() ?? 0, _target); } }