return 1f;
var targetDead = _mind.IsCharacterDeadIc(mind);
- var targetMarooned = !_emergencyShuttle.IsTargetEscaping(target) &&
- _emergencyShuttle.ShuttlesLeft;
+ var targetOnShuttle = _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value);
if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled) && requireMaroon)
{
requireDead = true;
if (requireDead && !targetDead)
return 0f;
- if (requireMaroon) // if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
- return targetMarooned ? 1f : _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
+ // Always failed if the target needs to be marooned and the shuttle hasn't even arrived yet
+ if (requireMaroon && !_emergencyShuttle.EmergencyShuttleArrived)
+ return 0f;
+
+ // If the shuttle hasn't left, give 50% progress if the target isn't on the shuttle as a "almost there!"
+ if (requireMaroon && !_emergencyShuttle.ShuttlesLeft)
+ return targetOnShuttle ? 0f : 0.5f;
+
+ // If the shuttle has already left, and the target isn't on it, 100%
+ if (requireMaroon && _emergencyShuttle.ShuttlesLeft)
+ return targetOnShuttle ? 0f : 1f;
return 1f; // Good job you did it woohoo
}
if (!EmergencyShuttleArrived)
return false;
- // check each emergency shuttle
+ // check if target is on an emergency shuttle
var xform = Transform(target);
- foreach (var stationData in EntityQuery<StationEmergencyShuttleComponent>())
- {
- if (stationData.EmergencyShuttle == null)
- continue;
- if (IsOnGrid(xform, stationData.EmergencyShuttle.Value))
- {
- return true;
- }
- }
+ if (HasComp<EmergencyShuttleComponent>(xform.GridUid))
+ return true;
return false;
}
objective-condition-kill-person-title = Kill or maroon {$targetName}, {CAPITALIZE($job)}
objective-condition-kill-maroon-title = Kill and maroon {$targetName}, {CAPITALIZE($job)}
-objective-condition-maroon-person-title = Maroon {$targetName}, {CAPITALIZE($job)}
+objective-condition-maroon-person-title = Prevent {$targetName}, {CAPITALIZE($job)} from reaching CentComm.
- type: entity
parent: [BaseTraitorObjective, BaseKillObjective]
id: KillRandomPersonObjective
- description: Do it however you like, just make sure they don't make it to centcomm.
+ description: Do it however you like, just make sure they don't get off the station.
components:
- type: Objective
difficulty: 1.75
- type: TargetObjective
title: objective-condition-maroon-person-title
- type: PickRandomPerson
+ - type: KillPersonCondition
+ requireMaroon: true
- type: entity
parent: [BaseTraitorObjective, BaseKillObjective]
id: KillRandomHeadObjective
- description: We need this head gone and you probably know why. Make sure they don't make it to centcomm, even if they're dead. Good luck, agent.
+ description: We need this head gone and you probably know why. Make sure they don't make it to CentComm, even if they're dead. Good luck, agent.
components:
- type: Objective
# technically its still possible for KillRandomPersonObjective to roll a head but this is guaranteed, so higher difficulty