using Content.Server.GameTicking.Rules.Components;
using Content.Server.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
public sealed class ObjectiveLimitSystem : EntitySystem
{
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<ObjectiveLimitComponent, RequirementCheckEvent>(OnCheck);
}
private void OnCheck(Entity<ObjectiveLimitComponent> ent, ref RequirementCheckEvent args)
if (args.Cancelled)
return;
if (Prototype(ent)?.ID is not {} proto)
Log.Error($"ObjectiveLimit used for non-prototyped objective {ent}");
var remaining = ent.Comp.Limit;
// all traitor rules are considered
// maybe this would interfere with multistation stuff in the future but eh
foreach (var rule in EntityQuery<TraitorRuleComponent>())
foreach (var mindId in rule.TraitorMinds)
if (mindId == args.MindId || !HasObjective(mindId, proto))
continue;
remaining--;
// limit has been reached, prevent adding the objective
if (remaining == 0)
args.Cancelled = true;
/// <summary>
/// Returns true if the mind has an objective of a certain prototype.
/// </summary>
public bool HasObjective(EntityUid mindId, string proto, MindComponent? mind = null)
if (!Resolve(mindId, ref mind))
return false;
foreach (var objective in mind.Objectives)
if (Prototype(objective)?.ID == proto)
return true;