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