49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
#nullable enable
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using Content.Server.Mobs;
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using Content.Server.Objectives.Interfaces;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Shared.Localization;
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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 abstract class KillPersonCondition : IObjectiveCondition
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{
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protected Mind? Target;
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public abstract IObjectiveCondition GetAssigned(Mind mind);
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public string Title => Loc.GetString("Kill {0}", Target?.OwnedEntity?.Name ?? "");
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public string Description => Loc.GetString("Do it however you like, just make sure they don't last the shift.");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon");
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public float Progress => Target?
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.OwnedEntity?
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.GetComponentOrNull<IMobStateComponent>()?
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.IsDead() ?? false
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? 1f
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: 0f;
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public float Difficulty => 2f;
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public bool Equals(IObjectiveCondition? other)
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{
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return other is KillPersonCondition kpc && Equals(Target, kpc.Target);
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}
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public override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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if (obj.GetType() != GetType()) return false;
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return Equals((KillPersonCondition) obj);
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}
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public override int GetHashCode()
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{
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return Target?.GetHashCode() ?? 0;
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}
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}
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}
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