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