Files
tbd-station-14/Content.Server/Objectives/Conditions/StayAliveCondition.cs
Paul Ritter f7c09fbd7e Traitor (#2566)
* 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>
2020-12-01 17:05:19 +01:00

54 lines
1.8 KiB
C#

#nullable enable
using Content.Server.Mobs;
using Content.Server.Objectives.Interfaces;
using Content.Shared.GameObjects.Components.Damage;
using JetBrains.Annotations;
using Robust.Shared.Localization;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions
{
[UsedImplicitly]
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?.OwnedEntity != null &&
_mind.OwnedEntity.TryGetComponent<IDamageableComponent>(out var damageableComponent) &&
damageableComponent.CurrentState == DamageState.Dead
? 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);
}
}
}