# Conflicts: # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/Roles/Jobs/JobSystem.cs # Content.Shared/Humanoid/HumanoidAppearanceComponent.cs # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Misc/paper.yml # Resources/Prototypes/Entities/Objects/Tools/lighters.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Lathes/machine_boards.yml # Resources/Prototypes/Species/vox.yml
83 lines
3.1 KiB
C#
83 lines
3.1 KiB
C#
using Content.Server._Sunrise.TraitorTarget;
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using Content.Server.Objectives.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Humanoid;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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using Robust.Shared.Configuration;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mobs.Components;
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namespace Content.Server.Objectives.Systems;
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/// <summary>
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/// Handles kill person condition logic and picking random kill targets.
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/// </summary>
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public sealed class KillPersonConditionSystem : EntitySystem
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{
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[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly TargetObjectiveSystem _target = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<KillPersonConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
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}
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private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args)
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{
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if (!_target.GetTarget(uid, out var target))
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return;
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args.Progress = GetProgress(target.Value, comp.RequireDead, comp.RequireMaroon);
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}
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private float GetProgress(EntityUid target, bool requireDead, bool requireMaroon)
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{
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// deleted or gibbed or something, counts as dead
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if (!TryComp<MindComponent>(target, out var mind) || mind.OwnedEntity == null)
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return 1f;
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var targetDead = _mind.IsCharacterDeadIc(mind);
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var targetMarooned = !_emergencyShuttle.IsTargetEscaping(target) &&
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_emergencyShuttle.ShuttlesLeft;
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if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled) && requireMaroon)
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{
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requireDead = true;
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requireMaroon = false;
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}
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if (requireDead && !targetDead)
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return 0f;
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if (requireMaroon) // if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
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return targetMarooned ? 1f : _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
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return 1f; // Good job you did it woohoo
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}
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// Sunrise-Start
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public HashSet<Entity<MindComponent>> GetAliveTargetsExcept(EntityUid exclude)
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{
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var allTargets = new HashSet<Entity<MindComponent>>();
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var query = EntityQueryEnumerator<MobStateComponent, AntagTargetComponent, HumanoidAppearanceComponent>();
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while (query.MoveNext(out var uid, out var mobState, out var antagTarget, out _))
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{
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if (!_mind.TryGetMind(uid, out var mind, out var mindComp) ||
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mind == exclude || !_mobState.IsAlive(uid, mobState) ||
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antagTarget.KillerMind != null)
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continue;
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allTargets.Add(new Entity<MindComponent>(mind, mindComp));
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}
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return allTargets;
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}
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// Sunrise-End
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}
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