Files
tbd-station-14/Content.Server/Objectives/Conditions/DieCondition.cs
DrSmugleaf 02bca4c0d8 Damage rework (#2525)
* 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* Update outdated destructible in YAML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
2020-12-07 14:52:55 +01:00

55 lines
1.6 KiB
C#

#nullable enable
using Content.Server.Mobs;
using Content.Server.Objectives.Interfaces;
using Content.Shared.GameObjects.Components.Mobs.State;
using JetBrains.Annotations;
using Robust.Shared.Localization;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions
{
[UsedImplicitly]
public class DieCondition : IObjectiveCondition
{
private Mind? _mind;
public IObjectiveCondition GetAssigned(Mind mind)
{
return new DieCondition {_mind = mind};
}
public string Title => Loc.GetString("Die a glorius death");
public string Description => Loc.GetString("Die.");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Mobs/Ghosts/ghost_human.rsi"), "icon");
public float Progress => _mind?
.OwnedEntity?
.GetComponentOrNull<IMobStateComponent>()?
.IsDead() ?? false
? 0f
: 1f;
public float Difficulty => 1f;
public bool Equals(IObjectiveCondition? other)
{
return other is DieCondition condition && Equals(_mind, condition._mind);
}
public override bool Equals(object? obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != GetType()) return false;
return Equals((DieCondition) obj);
}
public override int GetHashCode()
{
return (_mind != null ? _mind.GetHashCode() : 0);
}
}
}