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); } }