52 lines
1.5 KiB
C#
52 lines
1.5 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 JetBrains.Annotations;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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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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[UsedImplicitly]
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[DataDefinition]
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public class DieCondition : IObjectiveCondition
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{
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private Mind? _mind;
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public IObjectiveCondition GetAssigned(Mind mind)
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{
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return new DieCondition {_mind = mind};
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}
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public string Title => Loc.GetString("Die a glorious death");
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public string Description => Loc.GetString("Die.");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Mobs/Ghosts/ghost_human.rsi"), "icon");
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public float Progress => (_mind?.CharacterDeadIC ?? true) ? 1f : 0f;
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public float Difficulty => 1f;
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public bool Equals(IObjectiveCondition? other)
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{
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return other is DieCondition condition && Equals(_mind, condition._mind);
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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((DieCondition) obj);
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}
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public override int GetHashCode()
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{
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return (_mind != null ? _mind.GetHashCode() : 0);
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}
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}
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}
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