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
This commit is contained in:
@@ -8,12 +8,6 @@ namespace Content.Server.GameTicking.Rules.Components;
|
||||
[RegisterComponent, Access(typeof(ZombieRuleSystem))]
|
||||
public sealed partial class ZombieRuleComponent : Component
|
||||
{
|
||||
[DataField]
|
||||
public Dictionary<string, string> InitialInfectedNames = new();
|
||||
|
||||
[DataField]
|
||||
public ProtoId<AntagPrototype> PatientZeroPrototypeId = "InitialInfected";
|
||||
|
||||
/// <summary>
|
||||
/// When the round will next check for round end.
|
||||
/// </summary>
|
||||
@@ -26,61 +20,9 @@ public sealed partial class ZombieRuleComponent : Component
|
||||
[DataField]
|
||||
public TimeSpan EndCheckDelay = TimeSpan.FromSeconds(30);
|
||||
|
||||
/// <summary>
|
||||
/// The time at which the initial infected will be chosen.
|
||||
/// </summary>
|
||||
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
|
||||
public TimeSpan? StartTime;
|
||||
|
||||
/// <summary>
|
||||
/// The minimum amount of time after the round starts that the initial infected will be chosen.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public TimeSpan MinStartDelay = TimeSpan.FromMinutes(10);
|
||||
|
||||
/// <summary>
|
||||
/// The maximum amount of time after the round starts that the initial infected will be chosen.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public TimeSpan MaxStartDelay = TimeSpan.FromMinutes(15);
|
||||
|
||||
/// <summary>
|
||||
/// The sound that plays when someone becomes an initial infected.
|
||||
/// todo: this should have a unique sound instead of reusing the zombie one.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public SoundSpecifier InitialInfectedSound = new SoundPathSpecifier("/Audio/Ambience/Antag/zombie_start.ogg");
|
||||
|
||||
/// <summary>
|
||||
/// The minimum amount of time initial infected have before they start taking infection damage.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public TimeSpan MinInitialInfectedGrace = TimeSpan.FromMinutes(12.5f);
|
||||
|
||||
/// <summary>
|
||||
/// The maximum amount of time initial infected have before they start taking damage.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public TimeSpan MaxInitialInfectedGrace = TimeSpan.FromMinutes(15f);
|
||||
|
||||
/// <summary>
|
||||
/// How many players for each initial infected.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public int PlayersPerInfected = 10;
|
||||
|
||||
/// <summary>
|
||||
/// The maximum number of initial infected.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public int MaxInitialInfected = 6;
|
||||
|
||||
/// <summary>
|
||||
/// After this amount of the crew become zombies, the shuttle will be automatically called.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float ZombieShuttleCallPercentage = 0.7f;
|
||||
|
||||
[DataField]
|
||||
public EntProtoId ZombifySelfActionPrototype = "ActionTurnUndead";
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user