* yes (cherry picked from commit a6b5e1c66dfe4241977bcde753af594392164eca) * Is real, navernoe (#944) * its real * fix shield * remove comments game preset * maximum predicted * fixes * АААААААААААААААААААААААААААА ПОМОГИТЕ Я ЕБНУЛСЯ ПОКА ФИКСИЛ ЭТУ ЗАЛУПУ * govnoedit * secret (cherry picked from commit 22c7b68048590b5098efbfff0d0f5205d3a64c48) * [Feature/Tweaks] Raznoe (#934) * make thruster great again * make hardsuit hos great again * new ficha for medical hud * fix * vrode da * GOOOVNO REMIX REVERB EXTRA * fix * правки --------- Co-authored-by: BIGZi0348 <svalker0348@gmail.com> (cherry picked from commit 141e61a0449873842f46d83eff9e9ce857147d60) * Automatic changelog update (cherry picked from commit d14fe5fb6c934ed522df0b5bc453e4c04707a6db) * [Feature] Executions (#932) * based * cleanup * cleanup + fixes * fix * fix * fix ftl * Update Resources/Locale/ru-RU/_white/executions/execution.ftl Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * Update execution.ftl * правки * vrode norm * da --------- Co-authored-by: BIGZi0348 <118811750+BIGZi0348@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: BIGZi0348 <svalker0348@gmail.com> (cherry picked from commit 83e164172f8e290acee7634f14ac51281be020ad) * Automatic changelog update (cherry picked from commit 71f907c563a30a1fc7ef5751a4d6f2c780a14f4c) * hotfix (#946) (cherry picked from commit f577caec41ab277ee8fc1c18fe64f7e26a6e50f5) --------- Co-authored-by: RavmorganButOnCocaine <valtos@nextmail.ru>
163 lines
5.4 KiB
C#
163 lines
5.4 KiB
C#
using System.Linq;
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using Content.Server._Miracle.GulagSystem;
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using Content.Server._White.Cult.GameRule;
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using Content.Server.Objectives.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.Configuration;
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using Robust.Shared.Random;
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namespace Content.Server.Objectives.Systems;
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/// <summary>
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/// Handles kill person condition logic and picking random kill targets.
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/// </summary>
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public sealed class KillPersonConditionSystem : EntitySystem
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{
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[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedJobSystem _job = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly TargetObjectiveSystem _target = default!;
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[Dependency] private readonly GulagSystem _gulag = default!; // WD
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<KillPersonConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
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SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnPersonAssigned);
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SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnHeadAssigned);
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SubscribeLocalEvent<PickCultTargetComponent, ObjectiveAssignedEvent>(OnCultTargetAssigned);
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}
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private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args)
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{
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if (!_target.GetTarget(uid, out var target))
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return;
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args.Progress = GetProgress(target.Value, comp.RequireDead);
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}
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private void OnPersonAssigned(EntityUid uid, PickRandomPersonComponent comp, ref ObjectiveAssignedEvent args)
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{
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// invalid objective prototype
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if (!TryComp<TargetObjectiveComponent>(uid, out var target))
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{
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args.Cancelled = true;
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return;
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}
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// target already assigned
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if (target.Target != null)
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return;
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// no other humans to kill
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var allHumans = _mind.GetAliveHumansExcept(args.MindId);
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allHumans = allHumans.Where(x => !_gulag.IsMindGulagged(x)).ToList();
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if (allHumans.Count == 0)
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{
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args.Cancelled = true;
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return;
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}
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_target.SetTarget(uid, _random.Pick(allHumans), target);
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}
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private void OnHeadAssigned(EntityUid uid, PickRandomHeadComponent comp, ref ObjectiveAssignedEvent args)
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{
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// invalid prototype
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if (!TryComp<TargetObjectiveComponent>(uid, out var target))
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{
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args.Cancelled = true;
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return;
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}
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// target already assigned
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if (target.Target != null)
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return;
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// no other humans to kill
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var allHumans = _mind.GetAliveHumansExcept(args.MindId);
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allHumans = allHumans.Where(x => !_gulag.IsMindGulagged(x)).ToList();
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if (allHumans.Count == 0)
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{
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args.Cancelled = true;
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return;
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}
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var allHeads = new List<EntityUid>();
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foreach (var mind in allHumans)
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{
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// RequireAdminNotify used as a cheap way to check for command department
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if (_job.MindTryGetJob(mind, out _, out var prototype) && prototype.RequireAdminNotify)
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allHeads.Add(mind);
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}
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if (allHeads.Count == 0)
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allHeads = allHumans; // fallback to non-head target
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_target.SetTarget(uid, _random.Pick(allHeads), target);
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}
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private void OnCultTargetAssigned(Entity<PickCultTargetComponent> ent, ref ObjectiveAssignedEvent args)
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{
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// invalid prototype
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if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
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{
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args.Cancelled = true;
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return;
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}
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// target already assigned
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if (target.Target != null)
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return;
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var cultistRule = EntityManager.EntityQuery<CultRuleComponent>().FirstOrDefault();
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if (cultistRule?.CultTarget is null)
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{
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return;
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}
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_target.SetTarget(ent.Owner, cultistRule.CultTarget.Value);
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}
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private float GetProgress(EntityUid target, bool requireDead)
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{
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// deleted or gibbed or something, counts as dead
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if (!TryComp<MindComponent>(target, out var mind) || mind.OwnedEntity == null)
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return 1f;
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// dead is success
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if (_mind.IsCharacterDeadIc(mind))
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return 1f;
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// if the target has to be dead dead then don't check evac stuff
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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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if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled))
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return 0f;
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// target is escaping so you fail
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if (_emergencyShuttle.IsTargetEscaping(mind.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 ? 0.5f : 0f;
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}
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}
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