* more humour * spotted a troll * add TryFindObjective to MindSystem * replace copypaste bool conditions with CodeCondition * use CodeConditionSystem in ninja + add handling for criminal hack * add criminal records hacking * update objectives * :trollface: --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
77 lines
2.1 KiB
C#
77 lines
2.1 KiB
C#
using Content.Server.Objectives.Components;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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namespace Content.Server.Objectives.Systems;
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/// <summary>
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/// Handles <see cref="CodeConditionComponent"/> progress and provides API for systems to use.
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/// </summary>
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public sealed class CodeConditionSystem : EntitySystem
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{
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[Dependency] private readonly SharedMindSystem _mind = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CodeConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
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}
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private void OnGetProgress(Entity<CodeConditionComponent> ent, ref ObjectiveGetProgressEvent args)
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{
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args.Progress = ent.Comp.Completed ? 1f : 0f;
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}
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/// <summary>
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/// Returns whether an objective is completed.
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/// </summary>
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public bool IsCompleted(Entity<CodeConditionComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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return ent.Comp.Completed;
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}
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/// <summary>
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/// Returns true if a mob's objective with a certain prototype is completed.
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/// </summary>
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public bool IsCompleted(Entity<MindContainerComponent?> mob, string prototype)
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{
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if (_mind.GetMind(mob, mob.Comp) is not {} mindId)
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return false;
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if (!_mind.TryFindObjective(mindId, prototype, out var obj))
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return false;
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return IsCompleted(obj.Value);
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}
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/// <summary>
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/// Sets an objective's completed field.
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/// </summary>
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public void SetCompleted(Entity<CodeConditionComponent?> ent, bool completed = true)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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ent.Comp.Completed = completed;
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}
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/// <summary>
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/// Sets a mob's objective to complete.
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/// </summary>
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public void SetCompleted(Entity<MindContainerComponent?> mob, string prototype, bool completed = true)
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{
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if (_mind.GetMind(mob, mob.Comp) is not {} mindId)
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return;
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if (!_mind.TryFindObjective(mindId, prototype, out var obj))
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return;
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SetCompleted(obj.Value, completed);
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}
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}
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