Files
tbd-station-14/Content.Server/Objectives/Conditions/StealCondition.cs
Paul Ritter 6602c8c972 Objectives (#2459)
* temp commit to save progress

* adds objectives

* refactors mind.addobjective a bit

* better names for my testobjectives which i'll remove later on anyways

* nullable errors

* some misc fixes

* no sorted or set, what was i thinking here?

* removes unused imports

* added commands

* fully implements stealcondition

* started uiwork

* moved prototypeicon to engine

* removes objective class & uiwork

* refactors ui to only update when opened
adds progresstexturerect

* adds some margin

* removes some testing code

* ignores objectiveprototypes on clientside

* fixes

* removes using statements for exp

* gets the job

* always show issuer

* locs & _

* giving commands some love

* Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterBar.cs

Co-authored-by: Exp <theexp111@gmail.com>

* makes commands use new thingy

* string interpolation

* good catch exp

* loc'd

* linq gone

* runtime

* moves function from engine

* oopsie

* Update Content.Server/Objectives/Conditions/StealCondition.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* makes messages directed

* base call & validation

* shuffle once

* No? Money down!

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-22 18:38:07 +11:00

58 lines
2.0 KiB
C#

#nullable enable
using Content.Server.GameObjects.Components.ContainerExt;
using Content.Server.Mobs;
using Content.Server.Objectives.Interfaces;
using Robust.Server.GameObjects.Components.Container;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions
{
public class StealCondition : IObjectiveCondition
{
public string PrototypeId { get; private set; } = default!;
public int Amount { get; private set; }
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.PrototypeId, "prototype", "");
serializer.DataField(this, x => x.Amount, "amount", 1);
if (Amount < 1)
{
Logger.Error("StealCondition has an amount less than 1 ({0})", Amount);
}
}
private string PrototypeName =>
IoCManager.Resolve<IPrototypeManager>().TryIndex<EntityPrototype>(PrototypeId, out var prototype)
? prototype.Name
: "[CANNOT FIND NAME]";
public string GetTitle() => Loc.GetString("Steal {0} {1}", Amount > 1 ? $"{Amount}x" : "", Loc.GetString(PrototypeName));
public string GetDescription() => Loc.GetString("We need you to steal {0}. Don't get caught.", Loc.GetString(PrototypeName));
public SpriteSpecifier GetIcon()
{
return new SpriteSpecifier.EntityPrototype(PrototypeId);
}
public float GetProgress(Mind? mind)
{
if (mind?.OwnedEntity == null) return 0f;
if (!mind.OwnedEntity.TryGetComponent<ContainerManagerComponent>(out var containerManagerComponent)) return 0f;
float count = containerManagerComponent.CountPrototypeOccurencesRecursive(PrototypeId);
return count/Amount;
}
public float GetDifficulty() => 1f;
}
}