Mega Antag Refactor (#25786)
* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
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Content.Server/GameTicking/Components/GameRuleComponent.cs
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51
Content.Server/GameTicking/Components/GameRuleComponent.cs
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using Content.Server.Destructible.Thresholds;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.GameTicking.Components;
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/// <summary>
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/// Component attached to all gamerule entities.
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/// Used to both track the entity as well as store basic data
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/// </summary>
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[RegisterComponent]
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public sealed partial class GameRuleComponent : Component
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{
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/// <summary>
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/// Game time when game rule was activated
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan ActivatedAt;
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/// <summary>
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/// The minimum amount of players needed for this game rule.
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/// </summary>
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[DataField]
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public int MinPlayers;
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/// <summary>
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/// A delay for when the rule the is started and when the starting logic actually runs.
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/// </summary>
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[DataField]
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public MinMax? Delay;
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}
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/// <summary>
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/// Raised when a rule is added but hasn't formally begun yet.
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/// Good for announcing station events and other such things.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GameRuleAddedEvent(EntityUid RuleEntity, string RuleId);
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/// <summary>
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/// Raised when the rule actually begins.
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/// Player-facing logic should begin here.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GameRuleStartedEvent(EntityUid RuleEntity, string RuleId);
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/// <summary>
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/// Raised when the rule ends.
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/// Do cleanup and other such things here.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GameRuleEndedEvent(EntityUid RuleEntity, string RuleId);
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