31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using Content.Server.GameTicking.Rules.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.GenericAntag;
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/// <summary>
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/// Added to a mob to make it a generic antagonist where all its objectives are fixed.
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/// This is unlike say traitor where it gets objectives picked randomly using difficulty.
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/// </summary>
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/// <remarks>
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/// A GenericAntag is not necessarily an antagonist, that depends on the roles you do or do not add after.
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/// </remarks>
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[RegisterComponent, Access(typeof(GenericAntagSystem))]
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public sealed partial class GenericAntagComponent : Component
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{
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/// <summary>
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/// Gamerule to start when a mind is added.
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/// This must have <see cref="GenericAntagRuleComponent"/> or it will not work.
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId Rule = string.Empty;
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/// <summary>
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/// The rule that's been spawned.
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/// Used to prevent spawning multiple rules.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? RuleEntity;
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}
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