Files
wwdpublic/Content.Server/_Goobstation/Objectives/Systems/ImpersonateConditionSystem.cs
Eris 19834bbb5e Port Changelings From Goobstation (Funky PR 387 Included) (#1855)
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# Description

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Finally gets around to porting over Changelings from Goobstation, as
well as a *certain evil PR* from FunkyStation (with the fixes it comes
with).
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# TODO

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- [x] Wait for #1856 to be merged
- [x] Wait for #1860 to be merged
- [x] Fix broken code to make it actually compile (right now is just
porting prototypes, code, and locale)
- [X] Port That Funky PR I Mentioned Earlier
- [] Throw bricks at the codebase until it stops failing tests
- [X] Maybe do some local testing

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# Changelog

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🆑
- add: Changelings have been ported!

---------

Signed-off-by: Eris <erisfiregamer1@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit ee4f7aa7097f260d07af3ab0583a2a5c14a38c74)
2025-03-21 17:06:45 +03:00

70 lines
2.6 KiB
C#

using Content.Server.Objectives.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.Cuffs.Components;
using Content.Shared.Mind;
using Content.Shared.Objectives.Components;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles escaping on the shuttle while being another person detection.
/// </summary>
public sealed class ImpersonateConditionSystem : EntitySystem
{
[Dependency] private readonly TargetObjectiveSystem _target = default!;
[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ImpersonateConditionComponent, ObjectiveAfterAssignEvent>(OnAfterAssign);
SubscribeLocalEvent<ImpersonateConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<ImpersonateConditionComponent>();
while (query.MoveNext(out var _, out var comp))
{
if (comp.Name == null || comp.MindId == null
|| !TryComp<MindComponent>(comp.MindId, out var mind) || mind.OwnedEntity == null
|| !TryComp<MetaDataComponent>(mind.CurrentEntity, out var metaData))
continue;
comp.Completed = metaData.EntityName == comp.Name;
}
}
private void OnAfterAssign(EntityUid uid, ImpersonateConditionComponent comp, ref ObjectiveAfterAssignEvent args)
{
if (!_target.GetTarget(uid, out var target)
|| !TryComp<MindComponent>(target, out var targetMind) || targetMind.CharacterName == null)
return;
comp.Name = targetMind.CharacterName;
comp.MindId = args.MindId;
}
// copypasta from escape shittle objective. eh.
private void OnGetProgress(EntityUid uid, ImpersonateConditionComponent comp, ref ObjectiveGetProgressEvent args)
{
args.Progress = GetProgress(args.Mind, comp);
}
public float GetProgress(MindComponent mind, ImpersonateConditionComponent comp)
{
// not escaping alive if you're deleted/dead
if (mind.OwnedEntity == null || _mind.IsCharacterDeadIc(mind))
return 0f;
// You're not escaping if you're restrained!
if (TryComp<CuffableComponent>(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0)
return 0f;
return (_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) ? .5f : 0f) + (comp.Completed ? .5f : 0f);
}
}