Files
tbd-station-14/Content.Server/Objectives/Systems/KillPersonConditionSystem.cs
ScarKy0 9b5ddb87f5 Fix brains, borgs etc not counting as marooned (#37148)
* init

* comments

* comment

* no more debug
2025-05-06 13:24:26 -04:00

67 lines
2.5 KiB
C#

using Content.Server.Objectives.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.CCVar;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Robust.Shared.Configuration;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles kill person condition logic and picking random kill targets.
/// </summary>
public sealed class KillPersonConditionSystem : EntitySystem
{
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<KillPersonConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
}
private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args)
{
if (!_target.GetTarget(uid, out var target))
return;
args.Progress = GetProgress(target.Value, comp.RequireDead, comp.RequireMaroon);
}
private float GetProgress(EntityUid target, bool requireDead, bool requireMaroon)
{
// deleted or gibbed or something, counts as dead
if (!TryComp<MindComponent>(target, out var mind) || mind.OwnedEntity == null)
return 1f;
var targetDead = _mind.IsCharacterDeadIc(mind);
var targetMarooned = !_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) || _mind.IsCharacterUnrevivableIc(mind);
if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled) && requireMaroon)
{
requireDead = true;
requireMaroon = false;
}
if (requireDead && !targetDead)
return 0f;
// Always failed if the target needs to be marooned and the shuttle hasn't even arrived yet
if (requireMaroon && !_emergencyShuttle.EmergencyShuttleArrived)
return 0f;
// If the shuttle hasn't left, give 50% progress if the target isn't on the shuttle as a "almost there!"
if (requireMaroon && !_emergencyShuttle.ShuttlesLeft)
return targetMarooned ? 0.5f : 0f;
// If the shuttle has already left, and the target isn't on it, 100%
if (requireMaroon && _emergencyShuttle.ShuttlesLeft)
return targetMarooned ? 1f : 0f;
return 1f; // Good job you did it woohoo
}
}