using Content.Server.Roles; using Content.Shared.Mind; using Content.Shared.Objectives.Interfaces; using Robust.Shared.Utility; namespace Content.Server.Objectives.Conditions; /// /// Objective condition that requires the player to be a ninja and have called in a threat. /// [DataDefinition] public sealed partial class TerrorCondition : IObjectiveCondition { private EntityUid? _mind; public IObjectiveCondition GetAssigned(EntityUid uid, MindComponent mind) { return new TerrorCondition {_mind = uid}; } public string Title => Loc.GetString("objective-condition-terror-title"); public string Description => Loc.GetString("objective-condition-terror-description"); public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResPath("Objects/Fun/Instruments/otherinstruments.rsi"), "red_phone"); public float Progress { get { var entMan = IoCManager.Resolve(); if (!entMan.TryGetComponent(_mind, out var role)) return 0f; return role.CalledInThreat ? 1f : 0f; } } public float Difficulty => 2.75f; public bool Equals(IObjectiveCondition? other) { return other is TerrorCondition cond && Equals(_mind, cond._mind); } public override bool Equals(object? obj) { if (ReferenceEquals(null, obj)) return false; if (ReferenceEquals(this, obj)) return true; return obj is TerrorCondition cond && cond.Equals(this); } public override int GetHashCode() { return _mind?.GetHashCode() ?? 0; } }