using Content.Server.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
namespace Content.Server.Objectives.Systems;
///
/// Handles keep alive condition logic.
///
public sealed class KeepAliveConditionSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnGetProgress);
}
private void OnGetProgress(EntityUid uid, KeepAliveConditionComponent comp, ref ObjectiveGetProgressEvent args)
{
if (!_target.GetTarget(uid, out var target))
return;
args.Progress = GetProgress(target.Value);
}
private float GetProgress(EntityUid target)
{
if (!TryComp(target, out var mind))
return 0f;
return _mind.IsCharacterDeadIc(mind) ? 0f : 1f;
}
}