using Content.Server.NPC.Components;
using Content.Server.RoundEnd;
using Content.Server.StationEvents.Events;
using Content.Shared.Dataset;
using Content.Shared.Roles;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules.Components;
[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
public sealed partial class NukeopsRuleComponent : Component
{
// TODO Replace with GameRuleComponent.minPlayers
///
/// The minimum needed amount of players
///
[DataField]
public int MinPlayers = 20;
///
/// This INCLUDES the operatives. So a value of 3 is satisfied by 2 players & 1 operative
///
[DataField]
public int PlayersPerOperative = 10;
[DataField]
public int MaxOps = 5;
///
/// What will happen if all of the nuclear operatives will die. Used by LoneOpsSpawn event.
///
[DataField]
public RoundEndBehavior RoundEndBehavior = RoundEndBehavior.ShuttleCall;
///
/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
///
[DataField]
public string RoundEndTextSender = "comms-console-announcement-title-centcom";
///
/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
///
[DataField]
public string RoundEndTextShuttleCall = "nuke-ops-no-more-threat-announcement-shuttle-call";
///
/// Text for announcement if RoundEndBehavior is ShuttleCall. Used if shuttle is already called
///
[DataField]
public string RoundEndTextAnnouncement = "nuke-ops-no-more-threat-announcement";
///
/// Time to emergency shuttle to arrive if RoundEndBehavior is ShuttleCall.
///
[DataField]
public TimeSpan EvacShuttleTime = TimeSpan.FromMinutes(3);
///
/// Whether or not to spawn the nuclear operative outpost. Used by LoneOpsSpawn event.
///
[DataField]
public bool SpawnOutpost = true;
///
/// Whether or not nukie left their outpost
///
[DataField]
public bool LeftOutpost;
///
/// Enables opportunity to get extra TC for war declaration
///
[DataField]
public bool CanEnableWarOps = true;
///
/// Indicates time when war has been declared, null if not declared
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan? WarDeclaredTime;
///
/// This amount of TC will be given to each nukie
///
[DataField]
public int WarTCAmountPerNukie = 40;
///
/// Time allowed for declaration of war
///
[DataField("warDeclarationDelay")]
public TimeSpan WarDeclarationDelay = TimeSpan.FromMinutes(6);
///
/// Delay between war declaration and nuke ops arrival on station map. Gives crew time to prepare
///
[DataField]
public TimeSpan? WarNukieArriveDelay = TimeSpan.FromMinutes(15);
///
/// Minimal operatives count for war declaration
///
[DataField]
public int WarDeclarationMinOps = 4;
[DataField]
public EntProtoId SpawnPointProto = "SpawnPointNukies";
[DataField]
public EntProtoId GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
[DataField]
public ProtoId CommanderRoleProto = "NukeopsCommander";
[DataField]
public ProtoId OperativeRoleProto = "Nukeops";
[DataField]
public ProtoId MedicRoleProto = "NukeopsMedic";
[DataField]
public ProtoId CommanderStartGearProto = "SyndicateCommanderGearFull";
[DataField]
public ProtoId MedicStartGearProto = "SyndicateOperativeMedicFull";
[DataField]
public ProtoId OperativeStartGearProto = "SyndicateOperativeGearFull";
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer))]
public string EliteNames = "SyndicateNamesElite";
[DataField]
public string OperationName = "Test Operation";
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer))]
public string NormalNames = "SyndicateNamesNormal";
[DataField(customTypeSerializer: typeof(ResPathSerializer))]
public ResPath OutpostMap = new("/Maps/nukieplanet.yml");
[DataField(customTypeSerializer: typeof(ResPathSerializer))]
public ResPath ShuttleMap = new("/Maps/infiltrator.yml");
[DataField]
public WinType WinType = WinType.Neutral;
[DataField]
public List WinConditions = new ();
public MapId? NukiePlanet;
// TODO: use components, don't just cache entity UIDs
// There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
public EntityUid? NukieOutpost;
public EntityUid? NukieShuttle;
public EntityUid? TargetStation;
///
/// Cached starting gear prototypes.
///
[DataField]
public Dictionary StartingGearPrototypes = new ();
///
/// Cached operator name prototypes.
///
[DataField]
public Dictionary> OperativeNames = new();
///
/// Data to be used in for an operative once the Mind has been added.
///
[DataField]
public Dictionary OperativeMindPendingData = new();
///
/// Players who played as an operative at some point in the round.
/// Stores the mind as well as the entity name
///
[DataField]
public Dictionary OperativePlayers = new();
[DataField(required: true)]
public ProtoId Faction = default!;
}
public enum WinType : byte
{
///
/// Operative major win. This means they nuked the station.
///
OpsMajor,
///
/// Minor win. All nukies were alive at the end of the round.
/// Alternatively, some nukies were alive, but the disk was left behind.
///
OpsMinor,
///
/// Neutral win. The nuke exploded, but on the wrong station.
///
Neutral,
///
/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
/// but some nukies were alive.
///
CrewMinor,
///
/// Crew major win. This means they either killed all nukies,
/// or the bomb exploded too far away from the station, or on the nukie moon.
///
CrewMajor
}
public enum WinCondition : byte
{
NukeExplodedOnCorrectStation,
NukeExplodedOnNukieOutpost,
NukeExplodedOnIncorrectLocation,
NukeActiveInStation,
NukeActiveAtCentCom,
NukeDiskOnCentCom,
NukeDiskNotOnCentCom,
NukiesAbandoned,
AllNukiesDead,
SomeNukiesAlive,
AllNukiesAlive
}