escape + kill objective changes (#17890)
* 3 space indent at start of line jumpscare * _leftShuttles -> ShuttlesLeft * stuff * RequireDead override for the future * fix 50% logic * rouge * pod 1984 * technically more "difficult" --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -1,10 +1,8 @@
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using Content.Server.Mind;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Shuttles.Components;
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using Content.Server.Station.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Cuffs.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Utility;
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namespace Content.Server.Objectives.Conditions
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@@ -28,22 +26,6 @@ namespace Content.Server.Objectives.Conditions
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public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ("Structures/Furniture/chairs.rsi"), "shuttle");
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private bool IsAgentOnShuttle(TransformComponent agentXform, EntityUid? shuttle)
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{
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if (shuttle == null)
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return false;
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (!entMan.TryGetComponent<MapGridComponent>(shuttle, out var shuttleGrid) ||
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!entMan.TryGetComponent<TransformComponent>(shuttle, out var shuttleXform))
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{
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return false;
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}
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return shuttleXform.WorldMatrix.TransformBox(shuttleGrid.LocalAABB).Contains(agentXform.WorldPosition);
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}
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public float Progress
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{
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get {
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@@ -54,25 +36,22 @@ namespace Content.Server.Objectives.Conditions
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|| !entMan.TryGetComponent<TransformComponent>(_mind.OwnedEntity, out var xform))
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return 0f;
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var shuttleContainsAgent = false;
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var agentIsAlive = !mindSystem.IsCharacterDeadIc(_mind);
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var agentIsEscaping = true;
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if (mindSystem.IsCharacterDeadIc(_mind))
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return 0f;
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if (entMan.TryGetComponent<CuffableComponent>(_mind.OwnedEntity, out var cuffed)
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&& cuffed.CuffedHandCount > 0)
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// You're not escaping if you're restrained!
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agentIsEscaping = false;
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// Any emergency shuttle counts for this objective.
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foreach (var stationData in entMan.EntityQuery<StationEmergencyShuttleComponent>())
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{
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if (IsAgentOnShuttle(xform, stationData.EmergencyShuttle)) {
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shuttleContainsAgent = true;
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break;
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}
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// You're not escaping if you're restrained!
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return 0f;
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}
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return (shuttleContainsAgent && agentIsAlive && agentIsEscaping) ? 1f : 0f;
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// Any emergency shuttle counts for this objective, but not pods.
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var emergencyShuttle = entMan.System<EmergencyShuttleSystem>();
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if (!emergencyShuttle.IsTargetEscaping(_mind.OwnedEntity.Value))
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return 0f;
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return 1f;
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}
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}
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@@ -1,6 +1,9 @@
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using Content.Server.Mind;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Utility;
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namespace Content.Server.Objectives.Conditions
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@@ -12,6 +15,11 @@ namespace Content.Server.Objectives.Conditions
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protected Mind.Mind? Target;
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public abstract IObjectiveCondition GetAssigned(Mind.Mind mind);
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/// <summary>
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/// Whether the target must be truly dead, ignores missing evac.
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/// </summary>
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protected bool RequireDead = false;
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public string Title
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{
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get
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@@ -37,13 +45,37 @@ namespace Content.Server.Objectives.Conditions
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{
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get
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{
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var entityManager = IoCManager.Resolve<EntityManager>();
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var mindSystem = entityManager.System<MindSystem>();
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return Target == null || mindSystem.IsCharacterDeadIc(Target) ? 1f : 0f;
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if (Target == null || Target.OwnedEntity == null)
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return 1f;
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var entMan = IoCManager.Resolve<EntityManager>();
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var mindSystem = entMan.System<MindSystem>();
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if (mindSystem.IsCharacterDeadIc(Target))
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return 1f;
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if (RequireDead)
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return 0f;
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// if evac is disabled then they really do have to be dead
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var configMan = IoCManager.Resolve<IConfigurationManager>();
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if (!configMan.GetCVar(CCVars.EmergencyShuttleEnabled))
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return 0f;
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// target is escaping so you fail
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var emergencyShuttle = entMan.System<EmergencyShuttleSystem>();
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if (emergencyShuttle.IsTargetEscaping(Target.OwnedEntity.Value))
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return 0f;
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// evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off.
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if (emergencyShuttle.ShuttlesLeft)
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return 1f;
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// if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
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return emergencyShuttle.EmergencyShuttleArrived ? 0f : 0.5f;
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}
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}
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public float Difficulty => 2f;
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public float Difficulty => 1.75f;
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public bool Equals(IObjectiveCondition? other)
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{
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