47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using Content.Server._DV.Objectives.Components;
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using Content.Server.Objectives.Components;
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using Content.Server.Objectives.Systems;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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namespace Content.Server._DV.Objectives.Systems;
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/// <summary>
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/// Handles teach a lesson condition logic, does not assign target.
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/// </summary>
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public sealed class TeachLessonConditionSystem : EntitySystem
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{
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[Dependency] private readonly CodeConditionSystem _codeCondition = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
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}
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// TODO: subscribe by ref at some point in the future
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private void OnMobStateChanged(MobStateChangedEvent args)
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{
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if (args.NewMobState != MobState.Dead)
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return;
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// Get the mind of the entity that just died (if it had one)
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// Uses OriginalMind so if someone ghosts or otherwise loses control of a mob, you can still greentext
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if (!TryComp<MindContainerComponent>(args.Target, out var mc) || mc.OriginalMind is not {} mindId)
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return;
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// Get all TeachLessonConditionComponent entities
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var query = EntityQueryEnumerator<TeachLessonConditionComponent, TargetObjectiveComponent>();
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while (query.MoveNext(out var uid, out _, out var targetObjective))
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{
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// Check if this objective's target matches the entity that died
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if (targetObjective.Target != mindId)
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continue;
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_codeCondition.SetCompleted(uid);
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}
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}
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}
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