* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
29 lines
1.1 KiB
C#
29 lines
1.1 KiB
C#
using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Mobs;
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using Content.Server.Objectives.Interfaces;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.Objectives.Conditions
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{
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[UsedImplicitly]
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public class KillRandomPersonCondition : KillPersonCondition
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{
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public override IObjectiveCondition GetAssigned(Mind mind)
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{
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var entityMgr = IoCManager.Resolve<IEntityManager>();
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var allHumans = entityMgr.ComponentManager.EntityQuery<MindComponent>().Where(mc =>
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{
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var entity = mc.Mind?.OwnedEntity;
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return (entity?.GetComponentOrNull<IMobStateComponent>()?.IsAlive() ?? false) && mc.Mind != mind;
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}).Select(mc => mc.Mind).ToList();
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return new KillRandomPersonCondition {Target = IoCManager.Resolve<IRobustRandom>().Pick(allHumans)};
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}
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}
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}
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