102 lines
4.0 KiB
C#
102 lines
4.0 KiB
C#
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.Mobs.Systems;
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using Content.Shared.Objectives.Interfaces;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.Configuration;
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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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// TODO refactor all of this to be ecs
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protected IEntityManager EntityManager => IoCManager.Resolve<IEntityManager>();
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protected SharedMindSystem Minds => EntityManager.System<SharedMindSystem>();
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protected SharedJobSystem Jobs => EntityManager.System<SharedJobSystem>();
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protected MobStateSystem MobStateSystem => EntityManager.System<MobStateSystem>();
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protected EntityUid? TargetMindId;
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protected MindComponent? TargetMind => EntityManager.GetComponentOrNull<MindComponent>(TargetMindId);
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public abstract IObjectiveCondition GetAssigned(EntityUid mindId, MindComponent mind);
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/// <summary>
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/// Whether the target must be truly dead, ignores missing evac.
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/// </summary>
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protected bool RequireDead = false;
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public string Title
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{
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get
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{
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var mind = TargetMind;
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var targetName = mind?.CharacterName ?? "Unknown";
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var jobName = Jobs.MindTryGetJobName(TargetMindId);
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if (TargetMind == null)
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return Loc.GetString("objective-condition-kill-person-title", ("targetName", targetName), ("job", jobName));
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return Loc.GetString("objective-condition-kill-person-title", ("targetName", targetName), ("job", jobName));
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}
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}
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public string Description => Loc.GetString("objective-condition-kill-person-description");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ("Objects/Weapons/Guns/Pistols/viper.rsi"), "icon");
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public float Progress
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{
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get
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{
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if (TargetMindId == null || TargetMind?.OwnedEntity == null)
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return 1f;
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var entMan = IoCManager.Resolve<EntityManager>();
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var mindSystem = entMan.System<SharedMindSystem>();
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if (mindSystem.IsCharacterDeadIc(TargetMind))
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return 1f;
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if (RequireDead)
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return 0f;
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// if evac is disabled then they really do have to be dead
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var configMan = IoCManager.Resolve<IConfigurationManager>();
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if (!configMan.GetCVar(CCVars.EmergencyShuttleEnabled))
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return 0f;
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// target is escaping so you fail
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var emergencyShuttle = entMan.System<EmergencyShuttleSystem>();
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if (emergencyShuttle.IsTargetEscaping(TargetMind.OwnedEntity.Value))
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return 0f;
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// evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off.
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if (emergencyShuttle.ShuttlesLeft)
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return 1f;
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// if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
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return emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
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}
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}
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public float Difficulty => 1.75f;
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public bool Equals(IObjectiveCondition? other)
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{
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return other is KillPersonCondition kpc && Equals(TargetMindId, kpc.TargetMindId);
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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 TargetMindId?.GetHashCode() ?? 0;
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}
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}
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}
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