using Content.Server.Ninja.Systems; using Content.Server.Objectives.Interfaces; using Robust.Shared.Utility; namespace Content.Server.Objectives.Conditions; [DataDefinition] public sealed class TerrorCondition : IObjectiveCondition { private Mind.Mind? _mind; public IObjectiveCondition GetAssigned(Mind.Mind mind) { return new TerrorCondition {_mind = mind}; } public string Title => Loc.GetString("objective-condition-terror-title"); public string Description => Loc.GetString("objective-condition-terror-description"); public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Structures/Machines/computers.rsi"), "comm_icon"); public float Progress { get { if (!NinjaSystem.GetNinjaRole(_mind, out var role)) return 0f; return role.CalledInThreat ? 1f : 0f; } } public float Difficulty => 2.75f; public bool Equals(IObjectiveCondition? other) { return other is TerrorCondition cond && Equals(_mind, cond._mind); } public override bool Equals(object? obj) { if (ReferenceEquals(null, obj)) return false; if (ReferenceEquals(this, obj)) return true; return obj is TerrorCondition cond && cond.Equals(this); } public override int GetHashCode() { return _mind?.GetHashCode() ?? 0; } }