Files
tbd-station-14/Content.Server/Ghost/Roles/Components/GhostRoleComponent.cs
no 630a7a78ed Add ghost role raffles (#26629)
* Add ghost role raffles

* GRR: Fix dialogue sizing, fix merge

* GRR: Add raffle deciders (winner picker)

* GRR: Make settings prototype based with option to override

* GRR: Use Raffles folder and namespace

* GRR: DataFieldify and TimeSpanify

* GRR: Don't actually DataFieldify HashSet<ICommonSession>s

* GRR: add GetGhostRoleCount() + docs

* update engine on branch

* Ghost role raffles: docs, fix window size, cleanup, etc

* GRR: Admin UI

* GRR: Admin UI: Display initial/max/ext of selected raffle settings proto

* GRR: Make a ton of roles raffled
2024-05-06 18:48:16 -07:00

100 lines
3.4 KiB
C#

using Content.Server.Ghost.Roles.Raffles;
using Content.Server.Mind.Commands;
using Content.Shared.Roles;
namespace Content.Server.Ghost.Roles.Components
{
[RegisterComponent]
[Access(typeof(GhostRoleSystem))]
public sealed partial class GhostRoleComponent : Component
{
[DataField("name")] private string _roleName = "Unknown";
[DataField("description")] private string _roleDescription = "Unknown";
[DataField("rules")] private string _roleRules = "ghost-role-component-default-rules";
[DataField("requirements")]
public HashSet<JobRequirement>? Requirements;
/// <summary>
/// Whether the <see cref="MakeSentientCommand"/> should run on the mob.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("makeSentient")]
public bool MakeSentient = true;
/// <summary>
/// The probability that this ghost role will be available after init.
/// Used mostly for takeover roles that want some probability of being takeover, but not 100%.
/// </summary>
[DataField("prob")]
public float Probability = 1f;
// We do this so updating RoleName and RoleDescription in VV updates the open EUIs.
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleName
{
get => Loc.GetString(_roleName);
set
{
_roleName = value;
EntitySystem.Get<GhostRoleSystem>().UpdateAllEui();
}
}
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleDescription
{
get => Loc.GetString(_roleDescription);
set
{
_roleDescription = value;
EntitySystem.Get<GhostRoleSystem>().UpdateAllEui();
}
}
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public string RoleRules
{
get => Loc.GetString(_roleRules);
set
{
_roleRules = value;
EntitySystem.Get<GhostRoleSystem>().UpdateAllEui();
}
}
[DataField("allowSpeech")]
[ViewVariables(VVAccess.ReadWrite)]
public bool AllowSpeech { get; set; } = true;
[DataField("allowMovement")]
[ViewVariables(VVAccess.ReadWrite)]
public bool AllowMovement { get; set; }
[ViewVariables(VVAccess.ReadOnly)]
public bool Taken { get; set; }
[ViewVariables]
public uint Identifier { get; set; }
/// <summary>
/// Reregisters the ghost role when the current player ghosts.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("reregister")]
public bool ReregisterOnGhost { get; set; } = true;
/// <summary>
/// If set, ghost role is raffled, otherwise it is first-come-first-serve.
/// </summary>
[DataField("raffle")]
[Access(typeof(GhostRoleSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public GhostRoleRaffleConfig? RaffleConfig { get; set; }
}
}