using Content.Server.Objectives.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.CCVar;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Roles.Jobs;
using Robust.Shared.Configuration;
using Robust.Shared.Random;
namespace Content.Server.Objectives.Systems;
///
/// Handles kill person condition logic and picking random kill targets.
///
public sealed class KillPersonConditionSystem : EntitySystem
{
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedJobSystem _job = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnGetProgress);
SubscribeLocalEvent(OnPersonAssigned);
SubscribeLocalEvent(OnHeadAssigned);
}
private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args)
{
if (!_target.GetTarget(uid, out var target))
return;
args.Progress = GetProgress(target.Value, comp.RequireDead);
}
private void OnPersonAssigned(EntityUid uid, PickRandomPersonComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid objective prototype
if (!TryComp(uid, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
// no other humans to kill
var allHumans = _mind.GetAliveHumansExcept(args.MindId);
if (allHumans.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(allHumans), target);
}
private void OnHeadAssigned(EntityUid uid, PickRandomHeadComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp(uid, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
// no other humans to kill
var allHumans = _mind.GetAliveHumansExcept(args.MindId);
if (allHumans.Count == 0)
{
args.Cancelled = true;
return;
}
var allHeads = new List();
foreach (var mind in allHumans)
{
// RequireAdminNotify used as a cheap way to check for command department
if (_job.MindTryGetJob(mind, out var prototype) && prototype.RequireAdminNotify)
allHeads.Add(mind);
}
if (allHeads.Count == 0)
allHeads = allHumans; // fallback to non-head target
_target.SetTarget(uid, _random.Pick(allHeads), target);
}
private float GetProgress(EntityUid target, bool requireDead)
{
// deleted or gibbed or something, counts as dead
if (!TryComp(target, out var mind) || mind.OwnedEntity == null)
return 1f;
// dead is success
if (_mind.IsCharacterDeadIc(mind))
return 1f;
// if the target has to be dead dead then don't check evac stuff
if (requireDead)
return 0f;
// if evac is disabled then they really do have to be dead
if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled))
return 0f;
// target is escaping so you fail
if (_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value))
return 0f;
// evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off.
if (_emergencyShuttle.ShuttlesLeft)
return 1f;
// if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
return _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
}
}