public sealed partial class KillPersonConditionComponent : Component
{
/// <summary>
- /// Whether the target must be truly dead, ignores missing evac.
+ /// Whether the target must be dead
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool RequireDead = false;
+
+ /// <summary>
+ /// Whether the target must not be on evac
+ /// </summary>
+ [DataField, ViewVariables(VVAccess.ReadWrite)]
+ public bool RequireMaroon = false;
}
if (!_target.GetTarget(uid, out var target))
return;
- args.Progress = GetProgress(target.Value, comp.RequireDead);
+ args.Progress = GetProgress(target.Value, comp.RequireDead, comp.RequireMaroon);
}
- private float GetProgress(EntityUid target, bool requireDead)
+ private float GetProgress(EntityUid target, bool requireDead, bool requireMaroon)
{
// deleted or gibbed or something, counts as dead
if (!TryComp<MindComponent>(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;
+ var targetDead = _mind.IsCharacterDeadIc(mind);
+ var targetMarooned = !_emergencyShuttle.IsTargetEscaping(target) &&
+ _emergencyShuttle.ShuttlesLeft;
+ if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled) && requireMaroon)
+ {
+ requireDead = true;
+ requireMaroon = false;
+ }
- // if evac is disabled then they really do have to be dead
- if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled))
+ if (requireDead && !targetDead)
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 (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;
- // 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;
+ return 1f; // Good job you did it woohoo
}
}
difficulty: 1.75
unique: false
- type: TargetObjective
- title: objective-condition-kill-person-title
+ title: objective-condition-maroon-person-title
- type: PickRandomPerson
- type: entity
parent: [BaseTraitorObjective, BaseKillObjective]
id: KillRandomHeadObjective
- description: We need this head gone and you probably know why. 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
# killing 1 head is enough
unique: true
- type: TargetObjective
- title: objective-condition-kill-head-title
+ title: objective-condition-kill-maroon-title
- type: PickRandomHead
- type: KillPersonCondition
# don't count missing evac as killing as heads are higher profile, so you really need to do the dirty work
# if ce flies a shittle to centcom you better find a way onto it
requireDead: true
+ requireMaroon: true
# social