#nullable enable using Content.Server.Mobs; using Content.Server.Objectives.Interfaces; using Content.Shared.GameObjects.Components.Damage; using JetBrains.Annotations; using Robust.Shared.Localization; using Robust.Shared.Utility; namespace Content.Server.Objectives.Conditions { [UsedImplicitly] public class StayAliveCondition : IObjectiveCondition { private Mind? _mind; public IObjectiveCondition GetAssigned(Mind mind) { return new StayAliveCondition {_mind = mind}; } public string Title => Loc.GetString("Stay alive."); public string Description => Loc.GetString("Survive this shift, we need you for another assignment."); public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Misc/skub.rsi"), "icon"); //didn't know what else would have been a good icon for staying alive public float Progress => _mind?.OwnedEntity != null && _mind.OwnedEntity.TryGetComponent(out var damageableComponent) && damageableComponent.CurrentState == DamageState.Dead ? 0f : 1f; public float Difficulty => 1f; public bool Equals(IObjectiveCondition? other) { return other is StayAliveCondition sac && Equals(_mind, sac._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((StayAliveCondition) obj); } public override int GetHashCode() { return (_mind != null ? _mind.GetHashCode() : 0); } } }