1v1 me first to 31 no powerups [Deathmatch Gamemode] (#19467)

Co-authored-by: Kara <lunarautomaton6@gmail.com>
This commit is contained in:
Nemanja
2023-08-30 21:06:15 -04:00
committed by GitHub
parent 3f678104e3
commit 4d677f0685
44 changed files with 2821 additions and 155 deletions

View File

@@ -1,33 +1,46 @@
namespace Content.Server.GameTicking.Rules.Components;
using Content.Shared.FixedPoint;
using Content.Shared.Roles;
using Content.Shared.Storage;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// Simple GameRule that will do a free-for-all death match.
/// Kill everybody else to win.
/// Gamerule that ends when a player gets a certain number of kills.
/// </summary>
[RegisterComponent, Access(typeof(DeathMatchRuleSystem))]
public sealed partial class DeathMatchRuleComponent : Component
{
/// <summary>
/// The number of points a player has to get to win.
/// </summary>
[DataField("killCap"), ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 KillCap = 31;
/// <summary>
/// How long until the round restarts
/// </summary>
[DataField("restartDelay"), ViewVariables(VVAccess.ReadWrite)]
public float RestartDelay = 10f;
public TimeSpan RestartDelay = TimeSpan.FromSeconds(10f);
/// <summary>
/// How long after a person dies will the restart be checked
/// The person who won.
/// We store this here in case of some assist shenanigans.
/// </summary>
[DataField("deadCheckDelay"), ViewVariables(VVAccess.ReadWrite)]
public float DeadCheckDelay = 5f;
[DataField("victor")]
public NetUserId? Victor;
/// <summary>
/// A timer for checking after a death
/// An entity spawned after a player is killed.
/// </summary>
[DataField("deadCheckTimer"), ViewVariables(VVAccess.ReadWrite)]
public float? DeadCheckTimer;
[DataField("rewardSpawns")]
public List<EntitySpawnEntry> RewardSpawns = new();
/// <summary>
/// A timer for the restart.
/// The gear all players spawn with.
/// </summary>
[DataField("restartTimer"), ViewVariables(VVAccess.ReadWrite)]
public float? RestartTimer;
[DataField("gear", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>)), ViewVariables(VVAccess.ReadWrite)]
public string Gear = "DeathMatchGear";
}