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 Robust.Shared.Configuration; using Robust.Shared.Random; using System.Linq; namespace Content.Server.Objectives.Systems; /// /// Handles kill person condition logic and picking random kill targets. /// public sealed class KillPersonConditionSystem : EntitySystem { [Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!; [Dependency] private readonly IConfigurationManager _config = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly SharedMindSystem _mind = default!; [Dependency] private readonly TargetObjectiveSystem _target = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnGetProgress); SubscribeLocalEvent(OnPersonAssigned); SubscribeLocalEvent(OnHeadAssigned); } private void OnGetProgress(EntityUid uid, KillPersonConditionComponent comp, ref ObjectiveGetProgressEvent args) { if (!_target.GetTarget(uid, out var target)) return; args.Progress = GetProgress(target.Value, comp.RequireDead); } private void OnPersonAssigned(Entity ent, ref ObjectiveAssignedEvent args) { AssignRandomTarget(ent, ref args, _ => true); } private void OnHeadAssigned(Entity ent, ref ObjectiveAssignedEvent args) { AssignRandomTarget(ent, ref args, mindId => TryComp(mindId, out var mind) && mind.OwnedEntity is { } ownedEnt && HasComp(ownedEnt)); } private void AssignRandomTarget(EntityUid uid, ref ObjectiveAssignedEvent args, Predicate filter, bool fallbackToAny = true) { // invalid prototype if (!TryComp(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(mindId, out var mindComp) || mindComp.OwnedEntity == null) return false; return !HasComp(mindComp.OwnedEntity.Value); }) .ToList(); // Can't have multiple objectives to kill the same person foreach (var objective in args.Mind.Objectives) { if (HasComp(objective) && TryComp(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 if (!TryComp(target, out var mind) || mind.OwnedEntity == null) return 1f; // dead is success if (_mind.IsCharacterDeadIc(mind)) return 1f; // if the target has to be dead dead then don't check evac stuff if (requireDead) return 0f; // if evac is disabled then they really do have to be dead if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled)) return 0f; // target is escaping so you fail if (_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value)) return 0f; // evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off. if (_emergencyShuttle.ShuttlesLeft) return 1f; // if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good return _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f; } }