Fixes KillPersonCondition considering brains "alive" (#3985)

This commit is contained in:
20kdc
2021-05-13 00:11:26 +01:00
committed by GitHub
parent e0f7ca7740
commit 3476d1de5b

View File

@@ -18,12 +18,37 @@ namespace Content.Server.Objectives.Conditions
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon");
public float Progress => Target?
.OwnedEntity?
.GetComponentOrNull<IMobStateComponent>()?
.IsDead() ?? false
? 1f
: 0f;
public float Progress
{
get
{
// This is written explicitly so that the logic can be understood.
// The previous form was "cleaner" but also didn't work because any failure meant the person was "not dead".
// It may be an idea to move all this logic to Mind, as, say, "Mind.CharacterDead".
// But it's also weird and potentially situational.
// Specific considerations when updating this:
// + Does being turned into a borg (if/when implemented) count as dead?
// + Is being transformed into a donut 'dead'?
// + *Ghost roles definitely shouldn't count as alive.*
// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
// This shouldn't be possible but assume dead just so the invalid goal doesn't do anything annoying.
if (Target == null)
return 1f;
var targetOwnedEntity = Target.OwnedEntity;
// This can be null if they're deleted (spike / brain nom)
if (targetOwnedEntity == null)
return 1f;
var targetMobState = targetOwnedEntity.GetComponentOrNull<IMobStateComponent>();
// This can be null if it's a brain (this happens very often)
// Brains are the result of gibbing so should definitely count as dead
if (targetMobState == null)
return 1f;
// They might actually be alive.
return targetMobState.IsDead() ? 1f : 0f;
}
}
public float Difficulty => 2f;