* 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>
71 lines
1.9 KiB
C#
71 lines
1.9 KiB
C#
using Content.Shared.Random;
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using Content.Shared.Roles;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// Stores data for <see cref="ThiefRuleSystem/">.
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/// </summary>
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[RegisterComponent, Access(typeof(ThiefRuleSystem))]
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public sealed partial class ThiefRuleComponent : Component
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{
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[DataField]
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public ProtoId<WeightedRandomPrototype> BigObjectiveGroup = "ThiefBigObjectiveGroups";
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[DataField]
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public ProtoId<WeightedRandomPrototype> SmallObjectiveGroup = "ThiefObjectiveGroups";
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[DataField]
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public ProtoId<WeightedRandomPrototype> EscapeObjectiveGroup = "ThiefEscapeObjectiveGroups";
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[DataField]
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public float BigObjectiveChance = 0.7f;
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/// <summary>
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/// Add a Pacified comp to thieves
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/// </summary>
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[DataField]
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public bool PacifistThieves = true;
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/// <summary>
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/// A chance for this mode to be added to the game.
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/// </summary>
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[DataField]
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public float RuleChance = 1f;
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[DataField]
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public ProtoId<AntagPrototype> ThiefPrototypeId = "Thief";
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[DataField]
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public float MaxObjectiveDifficulty = 2.5f;
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[DataField]
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public int MaxStealObjectives = 10;
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/// <summary>
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/// Things that will be given to thieves
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/// </summary>
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[DataField]
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public List<EntProtoId> StarterItems = new() { "ToolboxThief", "ClothingHandsChameleonThief" };
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/// <summary>
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/// All Thieves created by this rule
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/// </summary>
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[DataField]
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public List<EntityUid> ThievesMinds = new();
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/// <summary>
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/// Max Thiefs created by rule on roundstart
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/// </summary>
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[DataField]
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public int MaxAllowThief = 3;
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/// <summary>
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/// Sound played when making the player a thief via antag control or ghost role
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/// </summary>
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[DataField]
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public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/thief_greeting.ogg");
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}
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