Revert "Gamerule Entities" (#15724)
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namespace Content.Server.GameTicking.Rules.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 class GameRuleComponent : Component
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{
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/// <summary>
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/// Whether or not the rule is active.
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/// Is enabled after <see cref="GameRuleStartedEvent"/> and disabled after <see cref="GameRuleEndedEvent"/>
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/// </summary>
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[DataField("active")]
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public bool Active;
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/// <summary>
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/// Whether or not the gamerule finished.
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/// Used for tracking whether a non-active gamerule has been started before.
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/// </summary>
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[DataField("ended")]
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public bool Ended;
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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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