Cleanup Objective files, add PickSpecificPersonComponent (#35802)

* cleanup objectives

* remove unrelated access restriction

* review
This commit is contained in:
slarticodefast 2025-03-13 01:41:50 +01:00 committed by deltanedas
parent dc37bc6830
commit 37914e3fb7
17 changed files with 269 additions and 312 deletions

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@ -18,7 +18,6 @@ using Content.Server.Storage.Components;
using Content.Server.Storage.EntitySystems;
using Content.Server.Tabletop;
using Content.Server.Tabletop.Components;
using Content.Server.Terminator.Systems;
using Content.Shared.Administration;
using Content.Shared.Administration.Components;
using Content.Shared.Body.Components;
@ -76,7 +75,6 @@ public sealed partial class AdminVerbSystem
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly TabletopSystem _tabletopSystem = default!;
[Dependency] private readonly TerminatorSystem _terminator = default!;
[Dependency] private readonly VomitSystem _vomitSystem = default!;
[Dependency] private readonly WeldableSystem _weldableSystem = default!;
[Dependency] private readonly SharedContentEyeSystem _eyeSystem = default!;

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@ -1,12 +1,8 @@
using Content.Server.Objectives.Systems;
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="TargetObjectiveComponent"/> to a random head.
/// If there are no heads it will fallback to any person.
/// </summary>
[RegisterComponent, Access(typeof(KillPersonConditionSystem))]
public sealed partial class PickRandomHeadComponent : Component
{
}
[RegisterComponent]
public sealed partial class PickRandomHeadComponent : Component;

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@ -1,11 +1,9 @@
using Content.Server.Objectives.Systems;
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="TargetObjectiveComponent"/> to a random person.
/// </summary>
[RegisterComponent, Access(typeof(KillPersonConditionSystem))]
[RegisterComponent]
public sealed partial class PickRandomPersonComponent : Component
{
/// <summary>

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@ -0,0 +1,8 @@
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets this objective's target to the one given in <see cref="TargetOverrideComponent"/>, if the entity has it.
/// This component needs to be added to objective entity itself.
/// </summary>
[RegisterComponent]
public sealed partial class PickSpecificPersonComponent : Component;

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@ -1,11 +1,7 @@
using Content.Server.Objectives.Systems;
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="KeepAliveConditionComponent"/> to a random traitor.
/// </summary>
[RegisterComponent, Access(typeof(KeepAliveConditionSystem))]
public sealed partial class RandomTraitorAliveComponent : Component
{
}
[RegisterComponent]
public sealed partial class RandomTraitorAliveComponent : Component;

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@ -1,11 +1,7 @@
using Content.Server.Objectives.Systems;
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets the target for <see cref="HelpProgressConditionComponent"/> to a random traitor.
/// </summary>
[RegisterComponent, Access(typeof(HelpProgressConditionSystem))]
public sealed partial class RandomTraitorProgressComponent : Component
{
}
[RegisterComponent]
public sealed partial class RandomTraitorProgressComponent : Component;

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@ -0,0 +1,16 @@
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets a target objective to a specific target when receiving it.
/// The objective entity needs to have <see cref="PickSpecificPersonComponent"/>.
/// This component needs to be added to entity receiving the objective.
/// </summary>
[RegisterComponent]
public sealed partial class TargetOverrideComponent : Component
{
/// <summary>
/// The entity that should be targeted.
/// </summary>
[DataField]
public EntityUid? Target;
}

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@ -1,12 +0,0 @@
using Content.Server.Objectives.Systems;
namespace Content.Server.Objectives.Components;
/// <summary>
/// Sets this objective's target to the exterminator's target override, if it has one.
/// If not it will be random.
/// </summary>
[RegisterComponent, Access(typeof(TerminatorTargetOverrideSystem))]
public sealed partial class TerminatorTargetOverrideComponent : Component
{
}

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@ -1,31 +1,23 @@
using Content.Server.GameTicking.Rules;
using Content.Server.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Objectives.Systems;
using Content.Shared.Roles.Jobs;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles help progress condition logic and picking random help targets.
/// Handles help progress condition logic.
/// </summary>
public sealed class HelpProgressConditionSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HelpProgressConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
SubscribeLocalEvent<RandomTraitorProgressComponent, ObjectiveAssignedEvent>(OnTraitorAssigned);
}
private void OnGetProgress(EntityUid uid, HelpProgressConditionComponent comp, ref ObjectiveGetProgressEvent args)
@ -36,55 +28,6 @@ public sealed class HelpProgressConditionSystem : EntitySystem
args.Progress = GetProgress(target.Value);
}
private void OnTraitorAssigned(EntityUid uid, RandomTraitorProgressComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
// cant help anyone who is tasked with helping:
// 1. thats boring
// 2. no cyclic progress dependencies!!!
foreach (var traitor in traitors)
{
// TODO: replace this with TryComp<ObjectivesComponent>(traitor) or something when objectives are moved out of mind
if (!TryComp<MindComponent>(traitor.Id, out var mind))
continue;
foreach (var objective in mind.Objectives)
{
if (HasComp<HelpProgressConditionComponent>(objective))
traitors.RemoveWhere(x => x.Mind == mind);
}
}
// Can't have multiple objectives to help/save the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
{
if (TryComp<TargetObjectiveComponent>(objective, out var help))
{
traitors.RemoveWhere(x => x.Id == help.Target);
}
}
}
// no more helpable traitors
if (traitors.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(traitors).Id, target);
}
private float GetProgress(EntityUid target)
{
var total = 0f; // how much progress they have

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@ -1,30 +1,22 @@
using Content.Server.Objectives.Components;
using Content.Server.GameTicking.Rules;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Roles.Jobs;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles keep alive condition logic and picking random traitors to keep alive.
/// Handles keep alive condition logic.
/// </summary>
public sealed class KeepAliveConditionSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly TargetObjectiveSystem _target = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<KeepAliveConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
SubscribeLocalEvent<RandomTraitorAliveComponent, ObjectiveAssignedEvent>(OnAssigned);
}
private void OnGetProgress(EntityUid uid, KeepAliveConditionComponent comp, ref ObjectiveGetProgressEvent args)
@ -35,39 +27,6 @@ public sealed class KeepAliveConditionSystem : EntitySystem
args.Progress = GetProgress(target.Value);
}
private void OnAssigned(EntityUid uid, RandomTraitorAliveComponent comp, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
// Can't have multiple objectives to help/save the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
{
if (TryComp<TargetObjectiveComponent>(objective, out var help))
{
traitors.RemoveWhere(x => x.Id == help.Target);
}
}
}
// You are the first/only traitor.
if (traitors.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(traitors).Id, target);
}
private float GetProgress(EntityUid target)
{
if (!TryComp<MindComponent>(target, out var mind))

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@ -1,16 +1,9 @@
using System.Linq;
using Content.Server.Objectives.Components;
using Content.Server.Revolutionary.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.CCVar;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Roles; // DeltaV
using Content.Shared.Roles.Jobs; // DeltaV
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes; // DeltaV
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives.Systems;
@ -21,10 +14,7 @@ public sealed class KillPersonConditionSystem : EntitySystem
{
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IPrototypeManager _proto = default!; // DeltaV
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly SharedRoleSystem _role = default!; // DeltaV
[Dependency] private readonly TargetObjectiveSystem _target = default!;
public override void Initialize()
@ -32,8 +22,6 @@ public sealed class KillPersonConditionSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent<KillPersonConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnPersonAssigned);
SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnHeadAssigned);
}
private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args)
@ -44,85 +32,6 @@ public sealed class KillPersonConditionSystem : EntitySystem
args.Progress = GetProgress(target.Value, comp.RequireDead);
}
private void OnPersonAssigned(Entity<PickRandomPersonComponent> ent, ref ObjectiveAssignedEvent args)
{
AssignRandomTarget(ent, ref args, _ => true, ent.Comp.OnlyChoosableJobs); // DeltaV: pass onlyJobs
}
private void OnHeadAssigned(Entity<PickRandomHeadComponent> ent, ref ObjectiveAssignedEvent args)
{
AssignRandomTarget(ent, ref args, mindId =>
TryComp<MindComponent>(mindId, out var mind) &&
mind.OwnedEntity is { } ownedEnt &&
HasComp<CommandStaffComponent>(ownedEnt));
}
// DeltaV: added onlyJobs
private void AssignRandomTarget(EntityUid uid, ref ObjectiveAssignedEvent args, Predicate<EntityUid> filter, bool onlyJobs = true, bool fallbackToAny = true)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
// Get all alive humans, filter out any with TargetObjectiveImmuneComponent
var allHumans = _mind.GetAliveHumans(args.MindId)
.Where(mindId =>
{
if (!TryComp<MindComponent>(mindId, out var mindComp) || mindComp.OwnedEntity == null)
return false;
return !HasComp<TargetObjectiveImmuneComponent>(mindComp.OwnedEntity.Value);
})
.ToList();
// Begin DeltaV Additions: Only target people with jobs
if (onlyJobs)
{
allHumans.RemoveAll(mindId => !(
_role.MindHasRole<JobRoleComponent>((mindId.Owner, mindId.Comp), out var role) &&
role?.Comp1.JobPrototype is {} jobId &&
_proto.Index(jobId).SetPreference));
}
// End DeltaV Additions
// Can't have multiple objectives to kill the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<KillPersonConditionComponent>(objective) && TryComp<TargetObjectiveComponent>(objective, out var kill))
{
allHumans.RemoveAll(x => x.Owner == kill.Target);
}
}
// Filter out targets based on the filter
var filteredHumans = allHumans.Where(mind => filter(mind)).ToList();
// There's no humans and we can't fall back to any other target
if (filteredHumans.Count == 0 && !fallbackToAny)
{
args.Cancelled = true;
return;
}
// Pick between humans matching our filter or fall back to all humans alive
var selectedHumans = filteredHumans.Count > 0 ? filteredHumans : allHumans;
// Still no valid targets even after the fallback
if (selectedHumans.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(selectedHumans), target);
}
private float GetProgress(EntityUid target, bool requireDead)
{
// deleted or gibbed or something, counts as dead

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@ -0,0 +1,231 @@
using Content.Server.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
using Content.Shared.Roles; // DeltaV
using Content.Shared.Roles.Jobs; // DeltaV
using Content.Server.GameTicking.Rules;
using Content.Server.Revolutionary.Components;
using Robust.Shared.Prototypes; // DeltaV
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles assinging a target to an objective entity with <see cref="TargetObjectiveComponent"/> using different components.
/// These can be combined with condition components for objective completions in order to create a variety of objectives.
/// </summary>
public sealed class PickObjectiveTargetSystem : EntitySystem
{
[Dependency] private readonly TargetObjectiveSystem _target = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly SharedRoleSystem _role = default!; // DeltaV
[Dependency] private readonly IPrototypeManager _proto = default!; // DeltaV
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PickSpecificPersonComponent, ObjectiveAssignedEvent>(OnSpecificPersonAssigned);
SubscribeLocalEvent<PickRandomPersonComponent, ObjectiveAssignedEvent>(OnRandomPersonAssigned);
SubscribeLocalEvent<PickRandomHeadComponent, ObjectiveAssignedEvent>(OnRandomHeadAssigned);
SubscribeLocalEvent<RandomTraitorProgressComponent, ObjectiveAssignedEvent>(OnRandomTraitorProgressAssigned);
SubscribeLocalEvent<RandomTraitorAliveComponent, ObjectiveAssignedEvent>(OnRandomTraitorAliveAssigned);
}
private void OnSpecificPersonAssigned(Entity<PickSpecificPersonComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid objective prototype
if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
if (args.Mind.OwnedEntity == null)
{
args.Cancelled = true;
return;
}
var user = args.Mind.OwnedEntity.Value;
if (!TryComp<TargetOverrideComponent>(user, out var targetComp) || targetComp.Target == null)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, targetComp.Target.Value);
}
private void OnRandomPersonAssigned(Entity<PickRandomPersonComponent> ent, ref ObjectiveAssignedEvent args)
{
// Begin DeltaV Changes - replaced copy pasta with this
Predicate<EntityUid> pred = ent.Comp.OnlyChoosableJobs
? mindId =>
_role.MindHasRole<JobRoleComponent>(mindId, out var role) &&
role?.Comp1.JobPrototype is {} jobId &&
_proto.Index(jobId).SetPreference
: _ => true;
AssignRandomTarget(ent, ref args, pred);
// End DeltaV Changes - replaced copy pasta with this
}
private void OnRandomHeadAssigned(Entity<PickRandomHeadComponent> ent, ref ObjectiveAssignedEvent args)
{
// Begin DeltaV Changes - replaced copy pasta with this
AssignRandomTarget(ent, ref args, mindId =>
TryComp<MindComponent>(mindId, out var mind) &&
mind.OwnedEntity is { } ownedEnt &&
HasComp<CommandStaffComponent>(ownedEnt));
// End DeltaV Changes - replaced copy pasta with this
}
/// <summary>
/// DeltaV - Common code deduplicated from above functions.
/// Filters all alive humans and picks a target from them.
/// </summary>
private void AssignRandomTarget(EntityUid uid, ref ObjectiveAssignedEvent args, Predicate<EntityUid> filter, bool fallbackToAny = true)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(uid, out var target))
{
args.Cancelled = true;
return;
}
// target already assigned
if (target.Target != null)
return;
// Get all alive humans, filter out any with TargetObjectiveImmuneComponent
var allHumans = _mind.GetAliveHumans(args.MindId)
.Where(mindId =>
{
if (!TryComp<MindComponent>(mindId, out var mindComp) || mindComp.OwnedEntity == null)
return false;
return !HasComp<TargetObjectiveImmuneComponent>(mindComp.OwnedEntity.Value);
})
.ToList();
// Can't have multiple objectives to kill the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<KillPersonConditionComponent>(objective) && TryComp<TargetObjectiveComponent>(objective, out var kill))
{
allHumans.RemoveAll(x => x.Owner == kill.Target);
}
}
// Filter out targets based on the filter
var filteredHumans = allHumans.Where(mind => filter(mind)).ToList();
// There's no humans and we can't fall back to any other target
if (filteredHumans.Count == 0 && !fallbackToAny)
{
args.Cancelled = true;
return;
}
// Pick between humans matching our filter or fall back to all humans alive
var selectedHumans = filteredHumans.Count > 0 ? filteredHumans : allHumans;
// Still no valid targets even after the fallback
if (selectedHumans.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(uid, _random.Pick(selectedHumans), target);
}
private void OnRandomTraitorProgressAssigned(Entity<RandomTraitorProgressComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
// cant help anyone who is tasked with helping:
// 1. thats boring
// 2. no cyclic progress dependencies!!!
foreach (var traitor in traitors)
{
// TODO: replace this with TryComp<ObjectivesComponent>(traitor) or something when objectives are moved out of mind
if (!TryComp<MindComponent>(traitor.Id, out var mind))
continue;
foreach (var objective in mind.Objectives)
{
if (HasComp<HelpProgressConditionComponent>(objective))
traitors.RemoveWhere(x => x.Mind == mind);
}
}
// Can't have multiple objectives to help/save the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
{
if (TryComp<TargetObjectiveComponent>(objective, out var help))
{
traitors.RemoveWhere(x => x.Id == help.Target);
}
}
}
// no more helpable traitors
if (traitors.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, _random.Pick(traitors).Id, target);
}
private void OnRandomTraitorAliveAssigned(Entity<RandomTraitorAliveComponent> ent, ref ObjectiveAssignedEvent args)
{
// invalid prototype
if (!TryComp<TargetObjectiveComponent>(ent.Owner, out var target))
{
args.Cancelled = true;
return;
}
var traitors = _traitorRule.GetOtherTraitorMindsAliveAndConnected(args.Mind).ToHashSet();
// Can't have multiple objectives to help/save the same person
foreach (var objective in args.Mind.Objectives)
{
if (HasComp<RandomTraitorAliveComponent>(objective) || HasComp<RandomTraitorProgressComponent>(objective))
{
if (TryComp<TargetObjectiveComponent>(objective, out var help))
{
traitors.RemoveWhere(x => x.Id == help.Target);
}
}
}
// You are the first/only traitor.
if (traitors.Count == 0)
{
args.Cancelled = true;
return;
}
_target.SetTarget(ent.Owner, _random.Pick(traitors).Id, target);
}
}

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@ -1,41 +0,0 @@
using Content.Server.Objectives.Components;
using Content.Server.Terminator.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles copying the exterminator's target override to this objective.
/// </summary>
public sealed class TerminatorTargetOverrideSystem : EntitySystem
{
[Dependency] private readonly TargetObjectiveSystem _target = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TerminatorTargetOverrideComponent, ObjectiveAssignedEvent>(OnAssigned);
}
private void OnAssigned(EntityUid uid, TerminatorTargetOverrideComponent comp, ref ObjectiveAssignedEvent args)
{
if (args.Mind.OwnedEntity == null)
{
args.Cancelled = true;
return;
}
var user = args.Mind.OwnedEntity.Value;
if (!TryComp<TerminatorComponent>(user, out var terminator))
{
args.Cancelled = true;
return;
}
// this exterminator has a target override so set its objective target accordingly
if (terminator.Target != null)
_target.SetTarget(uid, terminator.Target.Value);
}
}

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@ -1,19 +0,0 @@
using Content.Server.Terminator.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.Terminator.Components;
/// <summary>
/// Main terminator component, handles the target, if any, and objectives.
/// </summary>
[RegisterComponent, Access(typeof(TerminatorSystem))]
public sealed partial class TerminatorComponent : Component
{
/// <summary>
/// Used to force the terminate objective's target.
/// If null it will be a random person.
/// </summary>
[DataField("target")]
public EntityUid? Target;
}

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@ -1,20 +0,0 @@
using Content.Server.Body.Components;
using Content.Server.Ghost.Roles.Events;
using Content.Server.Roles;
using Content.Server.Terminator.Components;
using Content.Shared.Roles;
using Robust.Shared.Map;
namespace Content.Server.Terminator.Systems;
/// <summary>
/// DeltaV - this is just used for paradox anomaly upstream doesnt use it anymore.
/// </summary>
public sealed class TerminatorSystem : EntitySystem
{
public void SetTarget(Entity<TerminatorComponent?> ent, EntityUid mindId)
{
ent.Comp ??= EnsureComp<TerminatorComponent>(ent);
ent.Comp.Target = mindId;
}
}

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@ -5,7 +5,7 @@ using Content.Server.Psionics;
using Content.Server.Station.Systems;
using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Server.Terminator.Systems;
using Content.Server.Objectives.Components;
using Content.Shared.Cloning;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
@ -23,7 +23,7 @@ namespace Content.Server.StationEvents.Events;
/// <summary>
/// Creates clones of random players to make into selected antags.
/// 90% of the actual antag's work is done by exterminator (rip) since its a reskin.
/// 90% of the actual antag's work is done by TargetOverrideComponent.
/// </summary>
public sealed class ParadoxClonerRule : StationEventSystem<ParadoxClonerRuleComponent>
{
@ -36,7 +36,6 @@ public sealed class ParadoxClonerRule : StationEventSystem<ParadoxClonerRuleComp
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
[Dependency] private readonly TerminatorSystem _terminator = default!;
public override void Initialize()
{
@ -108,7 +107,7 @@ public sealed class ParadoxClonerRule : StationEventSystem<ParadoxClonerRuleComp
// Set the kill target to the chosen player
var spawned = mob.Value;
_terminator.SetTarget(spawned, mindId);
EnsureComp<TargetOverrideComponent>(spawned).Target = mindId;
// guaranteed psionic power
var psi = EnsureComp<PotentialPsionicComponent>(spawned);

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@ -23,7 +23,7 @@
state: icon
- type: TargetObjective
title: objective-paradox-anomaly-kill-title
- type: TerminatorTargetOverride
- type: PickSpecificPerson
- type: KillPersonCondition
requireDead: true
@ -38,7 +38,7 @@
state: folder-white
- type: TargetObjective
title: objective-paradox-anomaly-friend-title
- type: TerminatorTargetOverride
- type: PickSpecificPerson
- type: KeepAliveCondition
- type: entity