using Content.Server.Objectives.Components; using Content.Server.Shuttles.Systems; using Content.Shared.Cuffs.Components; using Content.Shared.Mind; using Content.Shared.Objectives.Components; namespace Content.Server.Objectives.Systems; public sealed class EscapeShuttleConditionSystem : EntitySystem { [Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!; [Dependency] private readonly SharedMindSystem _mind = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnGetProgress); } private void OnGetProgress(EntityUid uid, EscapeShuttleConditionComponent comp, ref ObjectiveGetProgressEvent args) { args.Progress = GetProgress(args.MindId, args.Mind); } private float GetProgress(EntityUid mindId, MindComponent mind) { // not escaping alive if you're deleted/dead if (mind.OwnedEntity == null || _mind.IsCharacterDeadIc(mind)) return 0f; // You're not escaping if you're restrained! // Granting 50% as to allow for partial completion of the objective. if (TryComp(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0) return _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) ? 0.5f : 0f; // Any emergency shuttle counts for this objective, but not pods. return _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) ? 1f : 0f; } }