fish-station/Content.Server/Objectives/Systems/KillPersonConditionSystem.cs

89 lines
3.2 KiB
C#

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;
/// <summary>
/// Handles kill person condition logic and picking random kill targets.
/// </summary>
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<KillPersonConditionComponent, ObjectiveGetProgressEvent>(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);
}
private float GetProgress(EntityUid target, bool requireDead)
{
// deleted or gibbed or something, counts as dead
if (!TryComp<MindComponent>(target, out var mind) || mind.OwnedEntity == null)
return 1f;
// dead is success
if (_mind.IsCharacterDeadIc(mind))
return 1f;
// if the target has to be dead dead then don't check evac stuff
if (requireDead)
return 0f;
// if evac is disabled then they really do have to be dead
if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled))
return 0f;
// target is escaping so you fail
if (_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value))
return 0f;
// evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off.
if (_emergencyShuttle.ShuttlesLeft)
return 1f;
// if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
return _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
}
// Sunrise-Start
public HashSet<Entity<MindComponent>> GetAliveTargetsExcept(EntityUid exclude)
{
var allTargets = new HashSet<Entity<MindComponent>>();
var query = EntityQueryEnumerator<MobStateComponent, AntagTargetComponent, HumanoidAppearanceComponent>();
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<MindComponent>(mind, mindComp));
}
return allTargets;
}
// Sunrise-End
}