* basic implementation * minor fixes * objectives temp commit * proper onstart bind * changes all conditions to be bound to a mind-instance * oops * oops v2 * adds possiblity to enable duplicate assignment of objective equal objectives are unable to be added * minor fixes, adds greentext * refactors incompatability to be defined by requirements * fixes a wrong whitespace * minor fix * addressed reviews v1 * address reviews v2 Co-authored-by: Exp <theexp111@gmail.com> * final sweep * adds/refactors traitor&sss cvars * Update Content.Server/Mobs/Mind.cs * never trust github web * adds datasets & makes codewords use them * addresses exp's reviews * addressed zumos reviews Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: Exp <theexp111@gmail.com>
32 lines
1.2 KiB
C#
32 lines
1.2 KiB
C#
using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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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.Damage;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.Objectives.Conditions
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{
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[UsedImplicitly]
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public class KillRandomPersonCondition : KillPersonCondition
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{
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public override IObjectiveCondition GetAssigned(Mind mind)
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{
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var entityMgr = IoCManager.Resolve<IEntityManager>();
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var allHumans = entityMgr.ComponentManager.EntityQuery<MindComponent>().Where(mc =>
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{
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var entity = mc.Mind?.OwnedEntity;
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return entity != null &&
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entity.TryGetComponent<IDamageableComponent>(out var damageableComponent) &&
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damageableComponent.CurrentState == DamageState.Alive
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&& mc.Mind != mind;
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}).Select(mc => mc.Mind).ToList();
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return new KillRandomPersonCondition {Target = IoCManager.Resolve<IRobustRandom>().Pick(allHumans)};
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}
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}
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}
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