* add SubGamemodes comp/sys * remove RuleChance from thief rule * use SubGamemodes for adding thief rule instead of adding ThiefRule component to random gamemodes * clean up thief rule prototype * add better logging + end rule if it fails to start * march 1st incident * preset ops * the dreaded --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
65 lines
1.8 KiB
C#
65 lines
1.8 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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[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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