Files
tbd-station-14/Content.Server/Objectives/Conditions/KillPersonCondition.cs

74 lines
3.2 KiB
C#

#nullable enable
using Content.Server.Mobs;
using Content.Server.Objectives.Interfaces;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Shared.Localization;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions
{
public abstract class KillPersonCondition : IObjectiveCondition
{
protected Mind? Target;
public abstract IObjectiveCondition GetAssigned(Mind mind);
public string Title => Loc.GetString("Kill {0}", Target?.OwnedEntity?.Name ?? "");
public string Description => Loc.GetString("Do it however you like, just make sure they don't last the shift.");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon");
public float Progress
{
get
{
// This is written explicitly so that the logic can be understood.
// The previous form was "cleaner" but also didn't work because any failure meant the person was "not dead".
// It may be an idea to move all this logic to Mind, as, say, "Mind.CharacterDead".
// But it's also weird and potentially situational.
// Specific considerations when updating this:
// + Does being turned into a borg (if/when implemented) count as dead?
// + Is being transformed into a donut 'dead'?
// + *Ghost roles definitely shouldn't count as alive.*
// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
// This shouldn't be possible but assume dead just so the invalid goal doesn't do anything annoying.
if (Target == null)
return 1f;
var targetOwnedEntity = Target.OwnedEntity;
// This can be null if they're deleted (spike / brain nom)
if (targetOwnedEntity == null)
return 1f;
var targetMobState = targetOwnedEntity.GetComponentOrNull<IMobStateComponent>();
// This can be null if it's a brain (this happens very often)
// Brains are the result of gibbing so should definitely count as dead
if (targetMobState == null)
return 1f;
// They might actually be alive.
return targetMobState.IsDead() ? 1f : 0f;
}
}
public float Difficulty => 2f;
public bool Equals(IObjectiveCondition? other)
{
return other is KillPersonCondition kpc && Equals(Target, kpc.Target);
}
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((KillPersonCondition) obj);
}
public override int GetHashCode()
{
return Target?.GetHashCode() ?? 0;
}
}
}