#nullable enable using Content.Server.Mobs; using Content.Server.Objectives.Interfaces; using Content.Shared.GameObjects.Components.Mobs.State; using Robust.Shared.Localization; using Robust.Shared.Utility; namespace Content.Server.Objectives.Conditions { public abstract class KillPersonCondition : IObjectiveCondition { protected Mind? Target; public abstract IObjectiveCondition GetAssigned(Mind mind); public string Title => Loc.GetString("Kill {0}", Target?.OwnedEntity.Name ?? ""); public string Description => Loc.GetString("Do it however you like, just make sure they don't last the shift."); public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon"); public float Progress => Target? .OwnedEntity? .GetComponentOrNull()? .IsDead() ?? false ? 1f : 0f; public float Difficulty => 2f; public bool Equals(IObjectiveCondition? other) { return other is KillPersonCondition kpc && Equals(Target, kpc.Target); } public override bool Equals(object? obj) { if (ReferenceEquals(null, obj)) return false; if (ReferenceEquals(this, obj)) return true; if (obj.GetType() != GetType()) return false; return Equals((KillPersonCondition) obj); } public override int GetHashCode() { return Target?.GetHashCode() ?? 0; } } }