Files
tbd-station-14/Content.Server/GameTicking/Rules/Components/RevolutionaryRuleComponent.cs
Rainfey 4e6c59cfe5 Refactor antag rule code (#23445)
* 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>
2024-02-29 17:25:10 +11:00

68 lines
2.1 KiB
C#

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