Files
tbd-station-14/Content.Server/Objectives/Systems/KillPersonConditionSystem.cs
Jackson Langley 256b6b88fb Require traitors to maroon their objective no matter what (#35825)
* jesus

* okay.

* OOPS

* ok

* ok

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* ok

* Update Resources/Prototypes/Objectives/paradoxClone.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Objectives/base_objectives.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* m

* ok

* ok

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-20 17:34:19 -04:00

59 lines
2.1 KiB
C#

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;
/// <summary>
/// Handles kill person condition logic and picking random kill targets.
/// </summary>
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<KillPersonConditionComponent, ObjectiveGetProgressEvent>(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, comp.RequireMaroon);
}
private float GetProgress(EntityUid target, bool requireDead, bool requireMaroon)
{
// deleted or gibbed or something, counts as dead
if (!TryComp<MindComponent>(target, out var mind) || mind.OwnedEntity == null)
return 1f;
var targetDead = _mind.IsCharacterDeadIc(mind);
var targetMarooned = !_emergencyShuttle.IsTargetEscaping(target) &&
_emergencyShuttle.ShuttlesLeft;
if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled) && requireMaroon)
{
requireDead = true;
requireMaroon = false;
}
if (requireDead && !targetDead)
return 0f;
if (requireMaroon) // if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
return targetMarooned ? 1f : _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
return 1f; // Good job you did it woohoo
}
}