fish-station/Content.Server/Objectives/Systems/KillPersonConditionSystem.cs
Vigers Ray 389ed704e1 Merge remote-tracking branch 'refs/remotes/wizards/master'
# Conflicts:
#	Content.Client/Entry/EntryPoint.cs
#	Content.Client/IoC/ClientContentIoC.cs
#	Content.Server/Administration/Managers/BanManager.cs
#	Content.Server/Chat/Managers/ChatSanitizationManager.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/Traitor/Uplink/UplinkSystem.cs
#	Content.Shared/Interaction/SharedInteractionSystem.cs
#	Content.Shared/Localizations/ContentLocalizationManager.cs
#	Content.Shared/Roles/JobRequirement/DepartmentTimeRequirement.cs
#	Content.Shared/Roles/JobRequirement/OverallPlaytimeRequirement.cs
#	Content.Shared/Roles/JobRequirement/RoleTimeRequirement.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	Resources/Audio/Ambience/Antag/attributions.yml
#	Resources/Audio/Weapons/Guns/Gunshots/attributions.yml
#	Resources/Locale/en-US/_strings/advertisements/other/firebot.ftl
#	Resources/Locale/en-US/_strings/shuttles/commands.ftl
#	Resources/Prototypes/Datasets/Names/last.yml
#	Resources/Prototypes/Entities/Mobs/Player/silicon.yml
#	Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Roles/Jobs/Science/borg.yml
#	Resources/Prototypes/Shuttles/shuttle_incoming_event.yml
#	Resources/ServerInfo/Guidebook/Antagonist/Traitors.xml
#	Resources/Textures/Clothing/Head/Hats/warden.rsi/equipped-HELMET.png
#	Resources/Textures/Clothing/Head/Hats/warden.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/ce.rsi/equipped-INNERCLOTHING.png
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/ce.rsi/icon.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/ce.rsi/equipped-INNERCLOTHING-monkey.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/ce.rsi/equipped-INNERCLOTHING.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/ce.rsi/icon.png
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/ce.rsi/meta.json
#	Resources/Textures/Interface/Actions/actions_borg.rsi/meta.json
#	Resources/Textures/Structures/Wallmounts/posters.rsi/meta.json
#	RobustToolbox
2024-10-30 13:26:32 +03:00

159 lines
5.4 KiB
C#

using System.Linq;
using Content.Server._Sunrise.TraitorTarget;
using Content.Server.Objectives.Components;
using Content.Server.Revolutionary.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.CCVar;
using Content.Shared.Humanoid;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Objectives.Components;
using Robust.Shared.Configuration;
using Robust.Shared.Random;
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 IRobustRandom _random = 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);
SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnPersonAssigned);
SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnHeadAssigned);
}
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 void OnPersonAssigned(EntityUid uid, PickRandomPersonComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid objective prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
// no other humans to kill
var allHumans = GetAliveTargetsExcept(args.MindId);
if (allHumans.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(allHumans), target);
}
private void OnHeadAssigned(EntityUid uid, PickRandomHeadComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
// no other humans to kill
var allHumans = GetAliveTargetsExcept(args.MindId);
if (allHumans.Count == 0)
{
args.Cancelled = true;
return;
}
var allHeads = new List<EntityUid>();
foreach (var person in allHumans)
{
if (TryComp<MindComponent>(person, out var mind) && mind.OwnedEntity is { } ent && HasComp<CommandStaffComponent>(ent))
allHeads.Add(person);
}
if (allHeads.Count == 0)
allHeads = allHumans; // fallback to non-head target
_target.SetTarget(uid, _random.Pick(allHeads), target);
}
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;
}
public List<EntityUid> GetAliveTargetsExcept(EntityUid exclude)
{
var mindQuery = EntityQuery<MindComponent>();
var allTargets = new List<EntityUid>();
// HumanoidAppearanceComponent is used to prevent mice, pAIs, etc from being chosen
var query = EntityQueryEnumerator<MindContainerComponent, MobStateComponent, AntagTargetComponent, HumanoidAppearanceComponent>();
while (query.MoveNext(out var uid, out var mc, out var mobState, out _, out _))
{
// the player needs to have a mind and not be the excluded one
if (mc.Mind == null || mc.Mind == exclude)
continue;
// the player has to be alive
if (_mobState.IsAlive(uid, mobState))
allTargets.Add(mc.Mind.Value);
}
return allTargets;
}
}