* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
#nullable enable
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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.Localization;
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using Robust.Shared.Utility;
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namespace Content.Server.Objectives.Conditions
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{
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[UsedImplicitly]
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public class StayAliveCondition : IObjectiveCondition
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{
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private Mind? _mind;
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public IObjectiveCondition GetAssigned(Mind mind)
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{
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return new StayAliveCondition {_mind = mind};
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}
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public string Title => Loc.GetString("Stay alive.");
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public string Description => Loc.GetString("Survive this shift, we need you for another assignment.");
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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
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public float Progress => _mind?
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.OwnedEntity?
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.GetComponentOrNull<IMobStateComponent>()?
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.IsDead() ?? false
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? 0f
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: 1f;
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public float Difficulty => 1f;
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public bool Equals(IObjectiveCondition? other)
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{
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return other is StayAliveCondition sac && Equals(_mind, sac._mind);
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}
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public override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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if (obj.GetType() != GetType()) return false;
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return Equals((StayAliveCondition) obj);
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}
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public override int GetHashCode()
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{
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return (_mind != null ? _mind.GetHashCode() : 0);
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}
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}
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}
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