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

52 lines
1.6 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 StayAliveCondition : IObjectiveCondition
{
private Mind? _mind;
public IObjectiveCondition GetAssigned(Mind mind)
{
return new StayAliveCondition {_mind = mind};
}
public string Title => Loc.GetString("Stay alive.");
public string Description => Loc.GetString("Survive this shift, we need you for another assignment.");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Misc/skub.rsi"), "icon"); //didn't know what else would have been a good icon for staying alive
public float Progress => (_mind?.CharacterDeadIC ?? false) ? 0f : 1f;
public float Difficulty => 1f;
public bool Equals(IObjectiveCondition? other)
{
return other is StayAliveCondition sac && Equals(_mind, sac._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((StayAliveCondition) obj);
}
public override int GetHashCode()
{
return (_mind != null ? _mind.GetHashCode() : 0);
}
}
}