Files
tbd-station-14/Content.Server/Objectives/Conditions/DieCondition.cs

52 lines
1.5 KiB
C#

#nullable enable
using Content.Server.Mobs;
using Content.Server.Objectives.Interfaces;
using Content.Shared.GameObjects.Components.Mobs.State;
using JetBrains.Annotations;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions
{
[UsedImplicitly]
[DataDefinition]
public class DieCondition : IObjectiveCondition
{
private Mind? _mind;
public IObjectiveCondition GetAssigned(Mind mind)
{
return new DieCondition {_mind = mind};
}
public string Title => Loc.GetString("Die a glorious death");
public string Description => Loc.GetString("Die.");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Mobs/Ghosts/ghost_human.rsi"), "icon");
public float Progress => (_mind?.CharacterDeadIC ?? true) ? 1f : 0f;
public float Difficulty => 1f;
public bool Equals(IObjectiveCondition? other)
{
return other is DieCondition condition && Equals(_mind, condition._mind);
}
public override bool Equals(object? obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != GetType()) return false;
return Equals((DieCondition) obj);
}
public override int GetHashCode()
{
return (_mind != null ? _mind.GetHashCode() : 0);
}
}
}