using Content.Shared.Mind;
using Content.Shared.Objectives.Interfaces;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions;
///
/// Just requires that the player is not dead, ignores evac and what not.
///
[DataDefinition]
public sealed partial class SurviveCondition : IObjectiveCondition
{
private EntityUid? _mind;
public IObjectiveCondition GetAssigned(EntityUid uid, MindComponent mind)
{
return new SurviveCondition {_mind = uid};
}
public string Title => Loc.GetString("objective-condition-survive-title");
public string Description => Loc.GetString("objective-condition-survive-description");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResPath("Clothing/Mask/ninja.rsi"), "icon");
public float Difficulty => 0.5f;
public float Progress
{
get
{
var entMan = IoCManager.Resolve();
if (!entMan.TryGetComponent(_mind, out var mind))
return 0f;
var mindSystem = entMan.System();
return mindSystem.IsCharacterDeadIc(mind) ? 0f : 1f;
}
}
public bool Equals(IObjectiveCondition? other)
{
return other is SurviveCondition 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((SurviveCondition) obj);
}
public override int GetHashCode()
{
return (_mind != null ? _mind.GetHashCode() : 0);
}
}