using Content.Server.GameTicking.Rules;
using Content.Server.Objectives.Components;
using Content.Shared.Objectives.Components;
namespace Content.Server.Objectives.Systems;
///
/// Handles requiring multiple traitors being alive for the objective to be given.
///
public sealed class MultipleTraitorsRequirementSystem : EntitySystem
{
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnCheck);
}
private void OnCheck(EntityUid uid, MultipleTraitorsRequirementComponent comp, ref RequirementCheckEvent args)
{
if (args.Cancelled)
return;
if (_traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).Count < comp.Traitors)
args.Cancelled = true;
}
}