#nullable enable using Content.Server.Mobs; using Content.Server.Objectives.Interfaces; using Content.Shared.GameObjects.Components.Mobs.State; using JetBrains.Annotations; using Robust.Shared.Localization; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Utility; namespace Content.Server.Objectives.Conditions { [UsedImplicitly] [DataDefinition] public class DieCondition : IObjectiveCondition { private Mind? _mind; public IObjectiveCondition GetAssigned(Mind mind) { return new DieCondition {_mind = mind}; } public string Title => Loc.GetString("Die a glorius death"); public string Description => Loc.GetString("Die."); public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Mobs/Ghosts/ghost_human.rsi"), "icon"); public float Progress => _mind? .OwnedEntity? .GetComponentOrNull()? .IsDead() ?? false ? 0f : 1f; public float Difficulty => 1f; public bool Equals(IObjectiveCondition? other) { return other is DieCondition condition && Equals(_mind, condition._mind); } 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((DieCondition) obj); } public override int GetHashCode() { return (_mind != null ? _mind.GetHashCode() : 0); } } }