using System.Diagnostics.CodeAnalysis; using Content.Shared.Humanoid; using Content.Shared.Mind; using Content.Shared.Mobs.Systems; namespace Content.Shared.Objectives.Systems; public sealed partial class AliveHumanoidTargetSystem : MindTargetSystem { [Dependency] private MobStateSystem _mobState = default!; protected override bool ValidateEntity(Entity entity, [NotNullWhen(true)] out Entity? mind) { mind = entity; if (entity.Comp.CurrentEntity is not { } humanoid) return false; return _mobState.IsAlive(humanoid) && HasComp(humanoid); } } public sealed partial class AliveHumansPool : MindPool;