using Content.Server.Objectives.Components; using Content.Server.Shuttles.Systems; using Content.Shared.CCVar; using Content.Shared.Mind; using Content.Shared.Objectives.Components; using Robust.Shared.Configuration; namespace Content.Server.Objectives.Systems; /// /// Handles kill person condition logic and picking random kill targets. /// public sealed class KillPersonConditionSystem : EntitySystem { [Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!; [Dependency] private readonly IConfigurationManager _config = default!; [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, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args) { if (!_target.GetTarget(uid, out var target)) return; args.Progress = GetProgress(target.Value, comp.RequireDead); } private float GetProgress(EntityUid target, bool requireDead) { // deleted or gibbed or something, counts as dead if (!TryComp(target, out var mind) || mind.OwnedEntity == null) return 1f; // dead is success if (_mind.IsCharacterDeadIc(mind)) return 1f; // if the target has to be dead dead then don't check evac stuff if (requireDead) return 0f; // if evac is disabled then they really do have to be dead if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled)) return 0f; // target is escaping so you fail if (_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value)) return 0f; // evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off. if (_emergencyShuttle.ShuttlesLeft) return 1f; // if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good return _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f; } }