* 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>
18 lines
549 B
C#
18 lines
549 B
C#
using Content.Server.Mobs;
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namespace Content.Server.Objectives.Interfaces
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{
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public interface IObjectivesManager
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{
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/// <summary>
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/// Returns all objectives the provided mind is valid for.
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/// </summary>
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ObjectivePrototype[] GetAllPossibleObjectives(Mind mind);
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/// <summary>
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/// Returns a randomly picked (no pop) collection of objectives the provided mind is valid for.
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/// </summary>
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ObjectivePrototype[] GetRandomObjectives(Mind mind, float maxDifficulty = 3f);
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}
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}
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