Files
tbd-station-14/Content.Server/GameTicking/Rules/Components/NukeopsRuleComponent.cs
deltanedas 621e102c93 refactor nukeops rule a bit (#19792)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-09-16 21:48:42 +10:00

207 lines
7.5 KiB
C#

using Content.Server.NPC.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.Dataset;
using Content.Shared.Roles;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules.Components;
[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
public sealed partial class NukeopsRuleComponent : Component
{
/// <summary>
/// The minimum needed amount of players
/// </summary>
[DataField("minPlayers")]
public int MinPlayers = 20;
/// <summary>
/// This INCLUDES the operatives. So a value of 3 is satisfied by 2 players & 1 operative
/// </summary>
[DataField("playersPerOperative")]
public int PlayersPerOperative = 10;
[DataField("maxOps")]
public int MaxOperatives = 5;
/// <summary>
/// Whether or not all of the nuclear operatives dying will end the round. Used by LoneOpsSpawn event.
/// </summary>
[DataField("endsRound")]
public bool EndsRound = true;
/// <summary>
/// Whether or not to spawn the nuclear operative outpost. Used by LoneOpsSpawn event.
/// </summary>
[DataField("spawnOutpost")]
public bool SpawnOutpost = true;
/// <summary>
/// Whether or not nukie left their outpost
/// </summary>
[DataField("leftOutpost")]
public bool LeftOutpost = false;
/// <summary>
/// Enables opportunity to get extra TC for war declaration
/// </summary>
[DataField("canEnableWarOps")]
public bool CanEnableWarOps = true;
/// <summary>
/// Indicates time when war has been declared, null if not declared
/// </summary>
[DataField("warDeclaredTime", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan? WarDeclaredTime;
/// <summary>
/// This amount of TC will be given to each nukie
/// </summary>
[DataField("warTCAmountPerNukie")]
public int WarTCAmountPerNukie = 40;
/// <summary>
/// Time allowed for declaration of war
/// </summary>
[DataField("warDeclarationDelay")]
public TimeSpan WarDeclarationDelay = TimeSpan.FromMinutes(6);
/// <summary>
/// Delay between war declaration and nuke ops arrival on station map. Gives crew time to prepare
/// </summary>
[DataField("warNukieArriveDelay")]
public TimeSpan? WarNukieArriveDelay = TimeSpan.FromMinutes(15);
/// <summary>
/// Minimal operatives count for war declaration
/// </summary>
[DataField("warDeclarationMinOps")]
public int WarDeclarationMinOps = 4;
[DataField("spawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string SpawnPointPrototype = "SpawnPointNukies";
[DataField("ghostSpawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
[DataField("commanderRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
public string CommanderRolePrototype = "NukeopsCommander";
[DataField("operativeRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
public string OperativeRoleProto = "Nukeops";
[DataField("medicRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
public string MedicRoleProto = "NukeopsMedic";
[DataField("commanderStartingGearProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string CommanderStartGearPrototype = "SyndicateCommanderGearFull";
[DataField("medicStartGearProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string MedicStartGearPrototype = "SyndicateOperativeMedicFull";
[DataField("operativeStartGearProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string OperativeStartGearPrototype = "SyndicateOperativeGearFull";
[DataField("eliteNames", customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
public string EliteNames = "SyndicateNamesElite";
[DataField("normalNames", customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
public string NormalNames = "SyndicateNamesNormal";
[DataField("outpostMap", customTypeSerializer: typeof(ResPathSerializer))]
public ResPath NukieOutpostMap = new("/Maps/nukieplanet.yml");
[DataField("shuttleMap", customTypeSerializer: typeof(ResPathSerializer))]
public ResPath NukieShuttleMap = new("/Maps/infiltrator.yml");
[DataField("winType")]
public WinType WinType = WinType.Neutral;
[DataField("winConditions")]
public List<WinCondition> WinConditions = new ();
public MapId? NukiePlanet;
// TODO: use components, don't just cache entity UIDs
// There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
public EntityUid? NukieOutpost;
public EntityUid? NukieShuttle;
public EntityUid? TargetStation;
/// <summary>
/// Cached starting gear prototypes.
/// </summary>
[DataField("startingGearPrototypes")]
public Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
/// <summary>
/// Cached operator name prototypes.
/// </summary>
[DataField("operativeNames")]
public Dictionary<string, List<string>> OperativeNames = new();
/// <summary>
/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
/// </summary>
[DataField("operativeMindPendingData")]
public Dictionary<EntityUid, string> OperativeMindPendingData = new();
/// <summary>
/// Players who played as an operative at some point in the round.
/// Stores the mind as well as the entity name
/// </summary>
[DataField("operativePlayers")]
public Dictionary<string, EntityUid> OperativePlayers = new();
[DataField("faction", customTypeSerializer: typeof(PrototypeIdSerializer<NpcFactionPrototype>), required: true)]
public string Faction = default!;
}
public enum WinType : byte
{
/// <summary>
/// Operative major win. This means they nuked the station.
/// </summary>
OpsMajor,
/// <summary>
/// Minor win. All nukies were alive at the end of the round.
/// Alternatively, some nukies were alive, but the disk was left behind.
/// </summary>
OpsMinor,
/// <summary>
/// Neutral win. The nuke exploded, but on the wrong station.
/// </summary>
Neutral,
/// <summary>
/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
/// but some nukies were alive.
/// </summary>
CrewMinor,
/// <summary>
/// Crew major win. This means they either killed all nukies,
/// or the bomb exploded too far away from the station, or on the nukie moon.
/// </summary>
CrewMajor
}
public enum WinCondition : byte
{
NukeExplodedOnCorrectStation,
NukeExplodedOnNukieOutpost,
NukeExplodedOnIncorrectLocation,
NukeActiveInStation,
NukeActiveAtCentCom,
NukeDiskOnCentCom,
NukeDiskNotOnCentCom,
NukiesAbandoned,
AllNukiesDead,
SomeNukiesAlive,
AllNukiesAlive
}