using Content.Server.Objectives.Components; using Content.Server.Shuttles.Systems; using Content.Shared.CCVar; using Content.Shared.Mind; using Content.Shared.Objectives.Components; using Robust.Shared.Configuration; namespace Content.Server.Objectives.Systems; /// /// Handles kill person condition logic and picking random kill targets. /// public sealed class KillPersonConditionSystem : EntitySystem { [Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!; [Dependency] private readonly IConfigurationManager _config = default!; [Dependency] private readonly SharedMindSystem _mind = default!; [Dependency] private readonly TargetObjectiveSystem _target = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnGetProgress); } private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args) { if (!_target.GetTarget(uid, out var target)) return; args.Progress = GetProgress(target.Value, comp.RequireDead, comp.RequireMaroon); } private float GetProgress(EntityUid target, bool requireDead, bool requireMaroon) { // deleted or gibbed or something, counts as dead if (!TryComp(target, out var mind) || mind.OwnedEntity == null) return 1f; var targetDead = _mind.IsCharacterDeadIc(mind); var targetMarooned = !_emergencyShuttle.IsTargetEscaping(target) && _emergencyShuttle.ShuttlesLeft; if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled) && requireMaroon) { requireDead = true; requireMaroon = false; } if (requireDead && !targetDead) return 0f; if (requireMaroon) // if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good return targetMarooned ? 1f : _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f; return 1f; // Good job you did it woohoo } }