* 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>
54 lines
1.8 KiB
C#
54 lines
1.8 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.Damage;
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using JetBrains.Annotations;
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using Robust.Shared.Localization;
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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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public class StayAliveCondition : 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 StayAliveCondition {_mind = mind};
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}
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public string Title => Loc.GetString("Stay alive.");
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public string Description => Loc.GetString("Survive this shift, we need you for another assignment.");
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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
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public float Progress => _mind?.OwnedEntity != null &&
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_mind.OwnedEntity.TryGetComponent<IDamageableComponent>(out var damageableComponent) &&
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damageableComponent.CurrentState == DamageState.Dead
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? 0f
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: 1f;
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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 StayAliveCondition sac && Equals(_mind, sac._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((StayAliveCondition) 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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