* Replace usages of customTypeSerializer PrototypeIdListSerializer with something that doesn't take 20 separate words to type out * Missed one * Missed another * Fix data field ids
113 lines
4.0 KiB
C#
113 lines
4.0 KiB
C#
using Content.Shared.Arcade;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Arcade.SpaceVillain;
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[RegisterComponent]
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public sealed partial class SpaceVillainArcadeComponent : SharedSpaceVillainArcadeComponent
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{
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/// <summary>
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/// Unused flag that can be hacked via wires.
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/// Name suggests that it was intended to either make the health/mana values underflow while playing the game or turn the arcade machine into an infinite prize fountain.
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/// </summary>
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[ViewVariables]
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public bool OverflowFlag;
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/// <summary>
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/// The current session of the SpaceVillain game for this arcade machine.
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/// </summary>
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[ViewVariables]
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public SpaceVillainGame? Game = null;
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/// <summary>
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/// The sound played when a new session of the SpaceVillain game is begun.
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/// </summary>
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[DataField("newGameSound")]
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public SoundSpecifier NewGameSound = new SoundPathSpecifier("/Audio/Effects/Arcade/newgame.ogg");
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/// <summary>
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/// The sound played when the player chooses to attack.
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/// </summary>
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[DataField("playerAttackSound")]
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public SoundSpecifier PlayerAttackSound = new SoundPathSpecifier("/Audio/Effects/Arcade/player_attack.ogg");
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/// <summary>
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/// The sound played when the player chooses to heal.
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/// </summary>
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[DataField("playerHealSound")]
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public SoundSpecifier PlayerHealSound = new SoundPathSpecifier("/Audio/Effects/Arcade/player_heal.ogg");
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/// <summary>
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/// The sound played when the player chooses to regain mana.
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/// </summary>
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[DataField("playerChargeSound")]
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public SoundSpecifier PlayerChargeSound = new SoundPathSpecifier("/Audio/Effects/Arcade/player_charge.ogg");
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/// <summary>
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/// The sound played when the player wins.
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/// </summary>
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[DataField("winSound")]
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public SoundSpecifier WinSound = new SoundPathSpecifier("/Audio/Effects/Arcade/win.ogg");
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/// <summary>
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/// The sound played when the player loses.
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/// </summary>
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[DataField("gameOverSound")]
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public SoundSpecifier GameOverSound = new SoundPathSpecifier("/Audio/Effects/Arcade/gameover.ogg");
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/// <summary>
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/// The prefixes that can be used to create the game name.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("possibleFightVerbs")]
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public List<string> PossibleFightVerbs = new()
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{"Defeat", "Annihilate", "Save", "Strike", "Stop", "Destroy", "Robust", "Romance", "Pwn", "Own"};
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/// <summary>
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/// The first names/titles that can be used to construct the name of the villain.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("possibleFirstEnemyNames")]
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public List<string> PossibleFirstEnemyNames = new(){
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"the Automatic", "Farmer", "Lord", "Professor", "the Cuban", "the Evil", "the Dread King",
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"the Space", "Lord", "the Great", "Duke", "General"
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};
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/// <summary>
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/// The last names that can be used to construct the name of the villain.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("possibleLastEnemyNames")]
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public List<string> PossibleLastEnemyNames = new()
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{
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"Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid",
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"Vhakoid", "Peteoid", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn"
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};
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/// <summary>
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/// The prototypes that can be dispensed as a reward for winning the game.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public List<EntProtoId> PossibleRewards = new();
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/// <summary>
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/// The minimum number of prizes the arcade machine can have.
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/// </summary>
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[DataField("rewardMinAmount")]
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public int RewardMinAmount;
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/// <summary>
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/// The maximum number of prizes the arcade machine can have.
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/// </summary>
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[DataField("rewardMaxAmount")]
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public int RewardMaxAmount;
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/// <summary>
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/// The remaining number of prizes the arcade machine can dispense.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int RewardAmount = 0;
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}
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