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

View File

@@ -0,0 +1,30 @@
using Content.Server.GameTicking.Rules.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.GenericAntag;
/// <summary>
/// Added to a mob to make it a generic antagonist where all its objectives are fixed.
/// This is unlike say traitor where it gets objectives picked randomly using difficulty.
/// </summary>
/// <remarks>
/// A GenericAntag is not necessarily an antagonist, that depends on the roles you do or do not add after.
/// </remarks>
[RegisterComponent, Access(typeof(GenericAntagSystem))]
public sealed partial class GenericAntagComponent : Component
{
/// <summary>
/// Gamerule to start when a mind is added.
/// This must have <see cref="GenericAntagRuleComponent"/> or it will not work.
/// </summary>
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public EntProtoId Rule = string.Empty;
/// <summary>
/// The rule that's been spawned.
/// Used to prevent spawning multiple rules.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntityUid? RuleEntity;
}