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