move ninja objectives code into generic antag system (#20186)

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2023-09-21 15:33:18 +01:00
committed by GitHub
parent 8629a3ab9e
commit 37c5020a71
11 changed files with 205 additions and 120 deletions

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@@ -0,0 +1,30 @@
using Content.Server.GameTicking.Rules;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// Gamerule for simple antagonists that have fixed objectives.
/// </summary>
[RegisterComponent, Access(typeof(GenericAntagRuleSystem))]
public sealed partial class GenericAntagRuleComponent : Component
{
/// <summary>
/// All antag minds that are using this rule.
/// </summary>
[DataField]
public List<EntityUid> Minds = new();
/// <summary>
/// Locale id for the name of the antag used by the roundend summary.
/// </summary>
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public string AgentName = string.Empty;
/// <summary>
/// List of objective entity prototypes to add to the antag when a mind is added.
/// </summary>
[DataField(required: true)]
public List<EntProtoId> Objectives = new();
}

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@@ -1,36 +1,25 @@
using Content.Server.Ninja.Systems;
using Content.Shared.Communications;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// Stores some configuration used by the ninja system.
/// Objectives and roundend summary are handled by <see cref="GenericAntagRuleComponent/">.
/// </summary>
[RegisterComponent, Access(typeof(SpaceNinjaSystem))]
public sealed partial class NinjaRuleComponent : Component
{
/// <summary>
/// All ninja minds that are using this rule.
/// Their SpaceNinjaComponent Rule field should point back to this rule.
/// </summary>
[DataField("minds")]
public List<EntityUid> Minds = new();
/// <summary>
/// List of objective entity prototypes to add
/// </summary>
[DataField("objectives", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
public List<string> Objectives = new();
/// <summary>
/// List of threats that can be called in. Copied onto <see cref="CommsHackerComponent"/> when gloves are enabled.
/// </summary>
[DataField("threats", required: true)]
[DataField(required: true)]
public List<Threat> Threats = new();
/// <summary>
/// Sound played when making the player a ninja via antag control or ghost role
/// </summary>
[DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
[DataField]
public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/ninja_greeting.ogg");
}