using Content.Server.Objectives.Components; using Content.Server.Revolutionary.Components; using Content.Server.Shuttles.Systems; using Content.Shared.CCVar; using Content.Shared.Mind; using Content.Shared.Objectives.Components; 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 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 person in allHumans) { if (TryComp(person, out var mind) && mind.OwnedEntity is { } ent && HasComp(ent)) allHeads.Add(person); } 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; } }