#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 { get { // This is written explicitly so that the logic can be understood. // The previous form was "cleaner" but also didn't work because any failure meant the person was "not dead". // It may be an idea to move all this logic to Mind, as, say, "Mind.CharacterDead". // But it's also weird and potentially situational. // Specific considerations when updating this: // + Does being turned into a borg (if/when implemented) count as dead? // + Is being transformed into a donut 'dead'? // + *Ghost roles definitely shouldn't count as alive.* // + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen? // (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.) // This shouldn't be possible but assume dead just so the invalid goal doesn't do anything annoying. if (Target == null) return 1f; var targetOwnedEntity = Target.OwnedEntity; // This can be null if they're deleted (spike / brain nom) if (targetOwnedEntity == null) return 1f; var targetMobState = targetOwnedEntity.GetComponentOrNull(); // This can be null if it's a brain (this happens very often) // Brains are the result of gibbing so should definitely count as dead if (targetMobState == null) return 1f; // They might actually be alive. return targetMobState.IsDead() ? 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; } } }