* pac * to settings * ensuuure me princess * Update Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> * Update Content.Server/GameTicking/Rules/ThiefRuleSystem.cs Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> --------- Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
60 lines
1.7 KiB
C#
60 lines
1.7 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Content.Shared.Roles;
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using Robust.Shared.Player;
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using Content.Shared.Preferences;
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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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/// <summary>
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/// Add a Pacified comp to thieves
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/// </summary>
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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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public Dictionary<ICommonSession, HumanoidCharacterProfile> StartCandidates = new();
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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 List<EntProtoId> { "ToolboxThief", "ClothingHandsChameleonThief" }; //TO DO - replace to chameleon thieving gloves whem merg
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/// <summary>
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/// All Thiefes created by this rule
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/// </summary>
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public readonly List<EntityUid> ThiefMinds = 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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