* Creates an operation name when Nukies spawn.
* Fixed each nukie getting a different name
* Fixed it again for real this time
* commit name
* Revert "fix (#20719)"
This reverts commit bfa301b53e.
* Fixed it (for real this time it works now I swear)
* Update Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
* shortened variable names
* moved a method
* typo fix
* rewrote the lists in alphabetical order
---------
Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
236 lines
7.4 KiB
C#
236 lines
7.4 KiB
C#
using Content.Server.NPC.Components;
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using Content.Server.RoundEnd;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Dataset;
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using Content.Shared.Roles;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
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public sealed partial class NukeopsRuleComponent : Component
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{
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// TODO Replace with GameRuleComponent.minPlayers
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/// <summary>
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/// The minimum needed amount of players
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/// </summary>
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[DataField]
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public int MinPlayers = 20;
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/// <summary>
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/// This INCLUDES the operatives. So a value of 3 is satisfied by 2 players & 1 operative
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/// </summary>
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[DataField]
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public int PlayersPerOperative = 10;
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[DataField]
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public int MaxOps = 5;
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/// <summary>
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/// What will happen if all of the nuclear operatives will die. Used by LoneOpsSpawn event.
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/// </summary>
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[DataField]
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public RoundEndBehavior RoundEndBehavior = RoundEndBehavior.ShuttleCall;
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/// <summary>
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/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
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/// </summary>
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[DataField]
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public string RoundEndTextSender = "comms-console-announcement-title-centcom";
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/// <summary>
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/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
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/// </summary>
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[DataField]
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public string RoundEndTextShuttleCall = "nuke-ops-no-more-threat-announcement-shuttle-call";
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/// <summary>
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/// Text for announcement if RoundEndBehavior is ShuttleCall. Used if shuttle is already called
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/// </summary>
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[DataField]
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public string RoundEndTextAnnouncement = "nuke-ops-no-more-threat-announcement";
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/// <summary>
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/// Time to emergency shuttle to arrive if RoundEndBehavior is ShuttleCall.
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/// </summary>
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[DataField]
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public TimeSpan EvacShuttleTime = TimeSpan.FromMinutes(3);
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/// <summary>
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/// Whether or not to spawn the nuclear operative outpost. Used by LoneOpsSpawn event.
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/// </summary>
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[DataField]
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public bool SpawnOutpost = true;
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/// <summary>
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/// Whether or not nukie left their outpost
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/// </summary>
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[DataField]
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public bool LeftOutpost;
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/// <summary>
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/// Enables opportunity to get extra TC for war declaration
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/// </summary>
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[DataField]
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public bool CanEnableWarOps = true;
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/// <summary>
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/// Indicates time when war has been declared, null if not declared
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan? WarDeclaredTime;
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/// <summary>
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/// This amount of TC will be given to each nukie
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/// </summary>
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[DataField]
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public int WarTCAmountPerNukie = 40;
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/// <summary>
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/// Time allowed for declaration of war
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/// </summary>
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[DataField("warDeclarationDelay")]
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public TimeSpan WarDeclarationDelay = TimeSpan.FromMinutes(6);
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/// <summary>
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/// Delay between war declaration and nuke ops arrival on station map. Gives crew time to prepare
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/// </summary>
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[DataField]
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public TimeSpan? WarNukieArriveDelay = TimeSpan.FromMinutes(15);
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/// <summary>
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/// Minimal operatives count for war declaration
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/// </summary>
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[DataField]
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public int WarDeclarationMinOps = 4;
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[DataField]
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public EntProtoId SpawnPointProto = "SpawnPointNukies";
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[DataField]
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public EntProtoId GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
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[DataField]
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public ProtoId<AntagPrototype> CommanderRoleProto = "NukeopsCommander";
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[DataField]
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public ProtoId<AntagPrototype> OperativeRoleProto = "Nukeops";
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[DataField]
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public ProtoId<AntagPrototype> MedicRoleProto = "NukeopsMedic";
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[DataField]
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public ProtoId<StartingGearPrototype> CommanderStartGearProto = "SyndicateCommanderGearFull";
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[DataField]
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public ProtoId<StartingGearPrototype> MedicStartGearProto = "SyndicateOperativeMedicFull";
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[DataField]
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public ProtoId<StartingGearPrototype> OperativeStartGearProto = "SyndicateOperativeGearFull";
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[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
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public string EliteNames = "SyndicateNamesElite";
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[DataField]
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public string OperationName = "Test Operation";
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[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
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public string NormalNames = "SyndicateNamesNormal";
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[DataField(customTypeSerializer: typeof(ResPathSerializer))]
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public ResPath OutpostMap = new("/Maps/nukieplanet.yml");
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[DataField(customTypeSerializer: typeof(ResPathSerializer))]
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public ResPath ShuttleMap = new("/Maps/infiltrator.yml");
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[DataField]
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public WinType WinType = WinType.Neutral;
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[DataField]
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public List<WinCondition> WinConditions = new ();
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public MapId? NukiePlanet;
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// TODO: use components, don't just cache entity UIDs
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// There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
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public EntityUid? NukieOutpost;
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public EntityUid? NukieShuttle;
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public EntityUid? TargetStation;
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/// <summary>
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/// Cached starting gear prototypes.
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/// </summary>
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[DataField]
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public Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
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/// <summary>
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/// Cached operator name prototypes.
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/// </summary>
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[DataField]
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public Dictionary<string, List<string>> OperativeNames = new();
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/// <summary>
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/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
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/// </summary>
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[DataField]
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public Dictionary<EntityUid, string> OperativeMindPendingData = new();
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/// <summary>
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/// Players who played as an operative at some point in the round.
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/// Stores the mind as well as the entity name
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/// </summary>
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[DataField]
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public Dictionary<string, EntityUid> OperativePlayers = new();
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[DataField(required: true)]
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public ProtoId<NpcFactionPrototype> Faction = default!;
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}
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public enum WinType : byte
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{
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/// <summary>
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/// Operative major win. This means they nuked the station.
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/// </summary>
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OpsMajor,
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/// <summary>
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/// Minor win. All nukies were alive at the end of the round.
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/// Alternatively, some nukies were alive, but the disk was left behind.
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/// </summary>
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OpsMinor,
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/// <summary>
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/// Neutral win. The nuke exploded, but on the wrong station.
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/// </summary>
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Neutral,
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/// <summary>
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/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
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/// but some nukies were alive.
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/// </summary>
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CrewMinor,
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/// <summary>
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/// Crew major win. This means they either killed all nukies,
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/// or the bomb exploded too far away from the station, or on the nukie moon.
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/// </summary>
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CrewMajor
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}
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public enum WinCondition : byte
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{
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NukeExplodedOnCorrectStation,
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NukeExplodedOnNukieOutpost,
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NukeExplodedOnIncorrectLocation,
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NukeActiveInStation,
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NukeActiveAtCentCom,
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NukeDiskOnCentCom,
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NukeDiskNotOnCentCom,
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NukiesAbandoned,
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AllNukiesDead,
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SomeNukiesAlive,
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AllNukiesAlive
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}
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