* 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>
68 lines
2.1 KiB
C#
68 lines
2.1 KiB
C#
using Content.Shared.Roles;
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using Robust.Shared.Prototypes;
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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 for the RevolutionaryRuleSystem that stores info about winning/losing, player counts required for starting, as well as prototypes for Revolutionaries and their gear.
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/// </summary>
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[RegisterComponent, Access(typeof(RevolutionaryRuleSystem))]
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public sealed partial class RevolutionaryRuleComponent : Component
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{
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/// <summary>
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/// When the round will if all the command are dead (Incase they are in space)
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan CommandCheck;
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/// <summary>
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/// The amount of time between each check for command check.
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/// </summary>
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[DataField]
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public TimeSpan TimerWait = TimeSpan.FromSeconds(20);
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/// <summary>
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/// Stores players minds
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/// </summary>
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[DataField]
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public Dictionary<string, EntityUid> HeadRevs = new();
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[DataField]
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public ProtoId<AntagPrototype> HeadRevPrototypeId = "HeadRev";
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/// <summary>
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/// Min players needed for Revolutionary gamemode to start.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int MinPlayers = 15;
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/// <summary>
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/// Max Head Revs allowed during selection.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int MaxHeadRevs = 3;
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/// <summary>
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/// The amount of Head Revs that will spawn per this amount of players.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public int PlayersPerHeadRev = 15;
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/// <summary>
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/// The gear head revolutionaries are given on spawn.
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/// </summary>
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[DataField]
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public List<EntProtoId> StartingGear = new()
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{
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"Flash",
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"ClothingEyesGlassesSunglasses"
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};
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/// <summary>
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/// The time it takes after the last head is killed for the shuttle to arrive.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan ShuttleCallTime = TimeSpan.FromMinutes(5);
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}
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