67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
using Content.Server.Objectives.Components;
|
|
using Content.Server.GameTicking.Rules;
|
|
using Content.Shared.Mind;
|
|
using Content.Shared.Objectives.Components;
|
|
using Content.Shared.Roles.Jobs;
|
|
using Robust.Shared.Random;
|
|
using System.Linq;
|
|
|
|
namespace Content.Server.Objectives.Systems;
|
|
|
|
/// <summary>
|
|
/// Handles keep alive condition logic and picking random traitors to keep alive.
|
|
/// </summary>
|
|
public sealed class KeepAliveConditionSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly SharedMindSystem _mind = default!;
|
|
[Dependency] private readonly TargetObjectiveSystem _target = default!;
|
|
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<KeepAliveConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
|
|
|
|
SubscribeLocalEvent<RandomTraitorAliveComponent, ObjectiveAssignedEvent>(OnAssigned);
|
|
}
|
|
|
|
private void OnGetProgress(EntityUid uid, KeepAliveConditionComponent comp, ref ObjectiveGetProgressEvent args)
|
|
{
|
|
if (!_target.GetTarget(uid, out var target))
|
|
return;
|
|
|
|
args.Progress = GetProgress(target.Value);
|
|
}
|
|
|
|
private void OnAssigned(EntityUid uid, RandomTraitorAliveComponent comp, ref ObjectiveAssignedEvent args)
|
|
{
|
|
// invalid prototype
|
|
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
|
|
{
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
var traitors = Enumerable.ToList<(EntityUid Id, MindComponent Mind)>(_traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind));
|
|
|
|
// You are the first/only traitor.
|
|
if (traitors.Count == 0)
|
|
{
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
_target.SetTarget(uid, _random.Pick(traitors).Id, target);
|
|
}
|
|
|
|
private float GetProgress(EntityUid target)
|
|
{
|
|
if (!TryComp<MindComponent>(target, out var mind))
|
|
return 0f;
|
|
|
|
return _mind.IsCharacterDeadIc(mind) ? 0f : 1f;
|
|
}
|
|
}
|