using Content.Server._Sunrise.TraitorTarget; using Content.Server.Objectives.Components; using Content.Server.Shuttles.Systems; using Content.Shared.CCVar; using Content.Shared.Humanoid; using Content.Shared.Mind; using Content.Shared.Objectives.Components; using Robust.Shared.Configuration; using Content.Shared.Mobs.Systems; using Content.Shared.Mobs.Components; namespace Content.Server.Objectives.Systems; /// /// Handles kill person condition logic and picking random kill targets. /// public sealed class KillPersonConditionSystem : EntitySystem { [Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!; [Dependency] private readonly IConfigurationManager _config = default!; [Dependency] private readonly SharedMindSystem _mind = default!; [Dependency] private readonly TargetObjectiveSystem _target = default!; [Dependency] private readonly MobStateSystem _mobState = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnGetProgress); } private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args) { if (!_target.GetTarget(uid, out var target)) return; args.Progress = GetProgress(target.Value, comp.RequireDead, comp.RequireMaroon); } private float GetProgress(EntityUid target, bool requireDead, bool requireMaroon) { // deleted or gibbed or something, counts as dead if (!TryComp(target, out var mind) || mind.OwnedEntity == null) return 1f; var targetDead = _mind.IsCharacterDeadIc(mind); var targetMarooned = !_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) || _mind.IsCharacterUnrevivableIc(mind); if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled) && requireMaroon) { requireDead = true; requireMaroon = false; } if (requireDead && !targetDead) return 0f; // Always failed if the target needs to be marooned and the shuttle hasn't even arrived yet if (requireMaroon && !_emergencyShuttle.EmergencyShuttleArrived) return 0f; // If the shuttle hasn't left, give 50% progress if the target isn't on the shuttle as a "almost there!" if (requireMaroon && !_emergencyShuttle.ShuttlesLeft) return targetMarooned ? 0.5f : 0f; // If the shuttle has already left, and the target isn't on it, 100% if (requireMaroon && _emergencyShuttle.ShuttlesLeft) return targetMarooned ? 1f : 0f; return 1f; // Good job you did it woohoo } // Sunrise-Start public HashSet> GetAliveTargetsExcept(EntityUid exclude) { var allTargets = new HashSet>(); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var mobState, out var antagTarget, out _)) { if (!_mind.TryGetMind(uid, out var mind, out var mindComp) || mind == exclude || !_mobState.IsAlive(uid, mobState) || antagTarget.KillerMind != null) continue; allTargets.Add(new Entity(mind, mindComp)); } return allTargets; } // Sunrise-End }