diff --git a/Content.Server/Objectives/Conditions/KillPersonCondition.cs b/Content.Server/Objectives/Conditions/KillPersonCondition.cs index 9848e23b1b..3ab9e13813 100644 --- a/Content.Server/Objectives/Conditions/KillPersonCondition.cs +++ b/Content.Server/Objectives/Conditions/KillPersonCondition.cs @@ -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()? - .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(); + // 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;