41 lines
1.5 KiB
C#
41 lines
1.5 KiB
C#
using Content.Server.Objectives.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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namespace Content.Server.Objectives.Systems;
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public sealed class EscapeShuttleConditionSystem : EntitySystem
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{
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[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EscapeShuttleConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
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}
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private void OnGetProgress(EntityUid uid, EscapeShuttleConditionComponent comp, ref ObjectiveGetProgressEvent args)
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{
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args.Progress = GetProgress(args.MindId, args.Mind);
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}
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private float GetProgress(EntityUid mindId, MindComponent mind)
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{
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// not escaping alive if you're deleted/dead
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if (mind.OwnedEntity == null || _mind.IsCharacterDeadIc(mind))
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return 0f;
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// You're not escaping if you're restrained!
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// Granting 50% as to allow for partial completion of the objective.
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if (TryComp<CuffableComponent>(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0)
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return _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) ? 0.5f : 0f;
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// Any emergency shuttle counts for this objective, but not pods.
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return _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) ? 1f : 0f;
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}
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}
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