Files
tbd-station-14/Content.Server/Objectives/Conditions/KillRandomPersonCondition.cs
Jezithyr eeb5b17b34 Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-01-13 16:57:10 -08:00

35 lines
1.1 KiB
C#

using System.Linq;
using Content.Server.Mind.Components;
using Content.Server.Objectives.Interfaces;
using Content.Shared.Mobs.Components;
using JetBrains.Annotations;
using Robust.Shared.Random;
namespace Content.Server.Objectives.Conditions
{
[UsedImplicitly]
[DataDefinition]
public sealed class KillRandomPersonCondition : KillPersonCondition
{
public override IObjectiveCondition GetAssigned(Mind.Mind mind)
{
var allHumans = EntityManager.EntityQuery<MindComponent>(true).Where(mc =>
{
var entity = mc.Mind?.OwnedEntity;
if (entity == default)
return false;
return EntityManager.TryGetComponent(entity, out MobStateComponent? mobState) &&
MobStateSystem.IsAlive(entity.Value, mobState) &&
mc.Mind != mind;
}).Select(mc => mc.Mind).ToList();
if (allHumans.Count == 0)
return new DieCondition(); // I guess I'll die
return new KillRandomPersonCondition {Target = IoCManager.Resolve<IRobustRandom>().Pick(allHumans)};
}
}
}