* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
31 lines
852 B
C#
31 lines
852 B
C#
using Content.Shared.Random;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server.GameTicking.Rules.Components;
|
|
|
|
/// <summary>
|
|
/// Stores data for <see cref="ThiefRuleSystem"/>.
|
|
/// </summary>
|
|
[RegisterComponent, Access(typeof(ThiefRuleSystem))]
|
|
public sealed partial class ThiefRuleComponent : Component
|
|
{
|
|
[DataField]
|
|
public ProtoId<WeightedRandomPrototype> BigObjectiveGroup = "ThiefBigObjectiveGroups";
|
|
|
|
[DataField]
|
|
public ProtoId<WeightedRandomPrototype> SmallObjectiveGroup = "ThiefObjectiveGroups";
|
|
|
|
[DataField]
|
|
public ProtoId<WeightedRandomPrototype> EscapeObjectiveGroup = "ThiefEscapeObjectiveGroups";
|
|
|
|
[DataField]
|
|
public float BigObjectiveChance = 0.7f;
|
|
|
|
[DataField]
|
|
public float MaxObjectiveDifficulty = 2.5f;
|
|
|
|
[DataField]
|
|
public int MaxStealObjectives = 10;
|
|
}
|