* Initial Pass, Rev, Thief * Zombie initial pass * Rebase, Traitor * Nukeops, More overloads * Revert RevolutionaryRuleComponent * Use TryRoundStartAttempt, Rewrite nukie spawning * Comments, Add task scheduler to GameRuleSystem * Zombie initial testing done * Sort methods, rework GameRuleTask * Add CCVar, Initial testing continues * Might as well get rid of the obsolete logging * Oops, i dont know how to log apparently * Suggested formatting fixes * Suggested changes * Fix merge issues * Minor optimisation * Allowed thief to choose other antags * Review changes * Spawn items on floor first, then inserting * minor tweaks * Shift as much as possible to ProtoId<> * Remove unneeded * Add exclusive antag attribute * Fix merge issues * Minor formatting fix * Convert to struct * Cleanup * Review cleanup (need to test a lot) * Some fixes, (mostly) tested * oop * Pass tests (for real) --------- Co-authored-by: Rainfall <rainfey0+git@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// Component attached to all gamerule entities.
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/// Used to both track the entity as well as store basic data
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/// </summary>
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[RegisterComponent]
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public sealed partial class GameRuleComponent : Component
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{
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/// <summary>
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/// Game time when game rule was activated
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan ActivatedAt;
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/// <summary>
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/// The minimum amount of players needed for this game rule.
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/// </summary>
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[DataField]
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public int MinPlayers;
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}
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/// <summary>
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/// Raised when a rule is added but hasn't formally begun yet.
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/// Good for announcing station events and other such things.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GameRuleAddedEvent(EntityUid RuleEntity, string RuleId);
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/// <summary>
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/// Raised when the rule actually begins.
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/// Player-facing logic should begin here.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GameRuleStartedEvent(EntityUid RuleEntity, string RuleId);
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/// <summary>
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/// Raised when the rule ends.
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/// Do cleanup and other such things here.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GameRuleEndedEvent(EntityUid RuleEntity, string RuleId);
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