Fixes KillPersonCondition considering brains "alive" (#3985)
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@@ -18,12 +18,37 @@ namespace Content.Server.Objectives.Conditions
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Guns/Pistols/mk58_wood.rsi"), "icon");
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public float Progress => Target?
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.OwnedEntity?
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.GetComponentOrNull<IMobStateComponent>()?
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.IsDead() ?? false
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? 1f
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: 0f;
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public float Progress
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{
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get
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{
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// This is written explicitly so that the logic can be understood.
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// The previous form was "cleaner" but also didn't work because any failure meant the person was "not dead".
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// It may be an idea to move all this logic to Mind, as, say, "Mind.CharacterDead".
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// But it's also weird and potentially situational.
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// Specific considerations when updating this:
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// + Does being turned into a borg (if/when implemented) count as dead?
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// + Is being transformed into a donut 'dead'?
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// + *Ghost roles definitely shouldn't count as alive.*
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// + Is it necessary to have a reference to a specific 'mind iteration' to cycle when certain events happen?
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// (If being a borg or AI counts as dead, then this is highly likely, as it's still the same Mind for practical purposes.)
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// This shouldn't be possible but assume dead just so the invalid goal doesn't do anything annoying.
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if (Target == null)
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return 1f;
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var targetOwnedEntity = Target.OwnedEntity;
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// This can be null if they're deleted (spike / brain nom)
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if (targetOwnedEntity == null)
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return 1f;
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var targetMobState = targetOwnedEntity.GetComponentOrNull<IMobStateComponent>();
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// This can be null if it's a brain (this happens very often)
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// Brains are the result of gibbing so should definitely count as dead
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if (targetMobState == null)
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return 1f;
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// They might actually be alive.
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return targetMobState.IsDead() ? 1f : 0f;
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}
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}
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public float Difficulty => 2f;
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