ninja 2 electric boogaloo (#15534)
Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
70
Content.Server/Objectives/Conditions/DoorjackCondition.cs
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70
Content.Server/Objectives/Conditions/DoorjackCondition.cs
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using Content.Server.Roles;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Interfaces;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Objectives.Conditions;
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/// <summary>
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/// Objective condition that requires the player to be a ninja and have doorjacked at least a random number of airlocks.
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/// </summary>
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[DataDefinition]
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public sealed partial class DoorjackCondition : IObjectiveCondition
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{
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private EntityUid? _mind;
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private int _target;
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public IObjectiveCondition GetAssigned(EntityUid uid, MindComponent mind)
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{
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// TODO: clamp to number of doors on station incase its somehow a shittle or something
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return new DoorjackCondition {
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_mind = uid,
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_target = IoCManager.Resolve<IRobustRandom>().Next(15, 40)
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};
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}
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public string Title => Loc.GetString("objective-condition-doorjack-title", ("count", _target));
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public string Description => Loc.GetString("objective-condition-doorjack-description", ("count", _target));
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResPath("Objects/Tools/emag.rsi"), "icon");
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public float Progress
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{
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get
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{
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// prevent divide-by-zero
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if (_target == 0)
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return 1f;
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (!entMan.TryGetComponent<NinjaRoleComponent>(_mind, out var role))
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return 0f;
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if (role.DoorsJacked >= _target)
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return 1f;
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return (float) role.DoorsJacked / (float) _target;
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}
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}
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public float Difficulty => 1.5f;
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public bool Equals(IObjectiveCondition? other)
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{
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return other is DoorjackCondition cond && Equals(_mind, cond._mind) && _target == cond._target;
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}
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public override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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return obj is DoorjackCondition cond && cond.Equals(this);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(_mind?.GetHashCode() ?? 0, _target);
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}
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}
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@@ -0,0 +1,75 @@
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using Content.Server.Roles;
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using Content.Server.Warps;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Interfaces;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Objectives.Conditions;
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/// <summary>
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/// Objective condition that requires the player to be a ninja and have detonated their spider charge.
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/// </summary>
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[DataDefinition]
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public sealed partial class SpiderChargeCondition : IObjectiveCondition
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{
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private EntityUid? _mind;
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public IObjectiveCondition GetAssigned(EntityUid uid, MindComponent mind)
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{
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return new SpiderChargeCondition {
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_mind = uid
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};
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}
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public string Title
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{
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get
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (!entMan.TryGetComponent<NinjaRoleComponent>(_mind, out var role)
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|| role.SpiderChargeTarget == null
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|| !entMan.TryGetComponent<WarpPointComponent>(role.SpiderChargeTarget, out var warp)
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|| warp.Location == null)
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// this should never really happen but eh
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return Loc.GetString("objective-condition-spider-charge-no-target");
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return Loc.GetString("objective-condition-spider-charge-title", ("location", warp.Location));
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}
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}
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public string Description => Loc.GetString("objective-condition-spider-charge-description");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResPath("Objects/Weapons/Bombs/spidercharge.rsi"), "icon");
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public float Progress
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{
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get
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{
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var entMan = IoCManager.Resolve<EntityManager>();
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if (!entMan.TryGetComponent<NinjaRoleComponent>(_mind, out var role))
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return 0f;
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return role.SpiderChargeDetonated ? 1f : 0f;
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}
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}
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public float Difficulty => 2.5f;
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public bool Equals(IObjectiveCondition? other)
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{
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return other is SpiderChargeCondition cond && Equals(_mind, cond._mind);
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}
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public override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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return obj is SpiderChargeCondition cond && cond.Equals(this);
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}
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public override int GetHashCode()
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{
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return _mind?.GetHashCode() ?? 0;
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}
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}
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@@ -0,0 +1,70 @@
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using Content.Server.Roles;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Interfaces;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Objectives.Conditions;
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/// <summary>
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/// Objective condition that requires the player to be a ninja and have stolen at least a random number of technologies.
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/// </summary>
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[DataDefinition]
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public sealed partial class StealResearchCondition : IObjectiveCondition
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{
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private EntityUid? _mind;
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private int _target;
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public IObjectiveCondition GetAssigned(EntityUid uid, MindComponent mind)
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{
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// TODO: clamp to number of research nodes in a single discipline maybe so easily maintainable
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return new StealResearchCondition {
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_mind = uid,
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_target = IoCManager.Resolve<IRobustRandom>().Next(5, 10)
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};
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}
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public string Title => Loc.GetString("objective-condition-steal-research-title", ("count", _target));
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public string Description => Loc.GetString("objective-condition-steal-research-description");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResPath("Structures/Machines/server.rsi"), "server");
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public float Progress
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{
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get
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{
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// prevent divide-by-zero
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if (_target == 0)
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return 1f;
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (!entMan.TryGetComponent<NinjaRoleComponent>(_mind, out var role))
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return 0f;
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if (role.DownloadedNodes.Count >= _target)
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return 1f;
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return (float) role.DownloadedNodes.Count / (float) _target;
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}
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}
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public float Difficulty => 2.5f;
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public bool Equals(IObjectiveCondition? other)
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{
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return other is StealResearchCondition cond && Equals(_mind, cond._mind) && _target == cond._target;
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}
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public override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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return obj is StealResearchCondition cond && cond.Equals(this);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(_mind?.GetHashCode() ?? 0, _target);
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}
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}
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58
Content.Server/Objectives/Conditions/SurviveCondition.cs
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58
Content.Server/Objectives/Conditions/SurviveCondition.cs
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Interfaces;
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using Robust.Shared.Utility;
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namespace Content.Server.Objectives.Conditions;
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/// <summary>
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/// Just requires that the player is not dead, ignores evac and what not.
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/// </summary>
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[DataDefinition]
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public sealed partial class SurviveCondition : IObjectiveCondition
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{
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private EntityUid? _mind;
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public IObjectiveCondition GetAssigned(EntityUid uid, MindComponent mind)
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{
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return new SurviveCondition {_mind = uid};
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}
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public string Title => Loc.GetString("objective-condition-survive-title");
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public string Description => Loc.GetString("objective-condition-survive-description");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResPath("Clothing/Mask/ninja.rsi"), "icon");
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public float Difficulty => 0.5f;
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public float Progress
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{
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get
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (!entMan.TryGetComponent<MindComponent>(_mind, out var mind))
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return 0f;
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var mindSystem = entMan.System<SharedMindSystem>();
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return mindSystem.IsCharacterDeadIc(mind) ? 0f : 1f;
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}
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}
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public bool Equals(IObjectiveCondition? other)
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{
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return other is SurviveCondition condition && Equals(_mind, condition._mind);
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}
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public override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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if (obj.GetType() != GetType()) return false;
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return Equals((SurviveCondition) obj);
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}
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public override int GetHashCode()
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{
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return (_mind != null ? _mind.GetHashCode() : 0);
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}
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}
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57
Content.Server/Objectives/Conditions/TerrorCondition.cs
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57
Content.Server/Objectives/Conditions/TerrorCondition.cs
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using Content.Server.Roles;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Interfaces;
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using Robust.Shared.Utility;
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namespace Content.Server.Objectives.Conditions;
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/// <summary>
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/// Objective condition that requires the player to be a ninja and have called in a threat.
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/// </summary>
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[DataDefinition]
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public sealed partial class TerrorCondition : IObjectiveCondition
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{
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private EntityUid? _mind;
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public IObjectiveCondition GetAssigned(EntityUid uid, MindComponent mind)
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{
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return new TerrorCondition {_mind = uid};
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}
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public string Title => Loc.GetString("objective-condition-terror-title");
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public string Description => Loc.GetString("objective-condition-terror-description");
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResPath("Objects/Fun/Instruments/otherinstruments.rsi"), "red_phone");
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public float Progress
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{
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get
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{
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var entMan = IoCManager.Resolve<EntityManager>();
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if (!entMan.TryGetComponent<NinjaRoleComponent>(_mind, out var role))
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return 0f;
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return role.CalledInThreat ? 1f : 0f;
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}
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}
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public float Difficulty => 2.75f;
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public bool Equals(IObjectiveCondition? other)
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{
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return other is TerrorCondition cond && Equals(_mind, cond._mind);
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}
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public override bool Equals(object? obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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return obj is TerrorCondition cond && cond.Equals(this);
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}
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public override int GetHashCode()
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{
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return _mind?.GetHashCode() ?? 0;
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}
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}
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18
Content.Server/Objectives/Requirements/NinjaRequirement.cs
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18
Content.Server/Objectives/Requirements/NinjaRequirement.cs
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using Content.Server.Roles;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Interfaces;
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namespace Content.Server.Objectives.Requirements;
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/// <summary>
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/// Requires the player's mind to have the ninja role component, aka be a ninja.
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/// </summary>
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[DataDefinition]
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public sealed partial class NinjaRequirement : IObjectiveRequirement
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{
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public bool CanBeAssigned(EntityUid mindId, MindComponent mind)
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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return entMan.HasComponent<NinjaRoleComponent>(mindId);
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}
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}
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@@ -0,0 +1,19 @@
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using Content.Server.Roles;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Interfaces;
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namespace Content.Server.Objectives.Requirements;
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/// <summary>
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/// Requires the player to be a ninja that has a spider charge target assigned, which is almost always the case.
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/// </summary>
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[DataDefinition]
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public sealed partial class SpiderChargeTargetRequirement : IObjectiveRequirement
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{
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public bool CanBeAssigned(EntityUid mindId, MindComponent mind)
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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entMan.TryGetComponent<NinjaRoleComponent>(mindId, out var role);
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return role?.SpiderChargeTarget != null;
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}
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}
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