* move MinMax to shared * cleanup MinMax * move other ticking components to shared just because * remove unused prototype file * update everything to use shared components * test * test 2 * test 3 --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
53 lines
1.6 KiB
C#
53 lines
1.6 KiB
C#
using Content.Shared.Destructible.Thresholds;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.GameTicking.Components;
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/// <summary>
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/// Component attached to all gamerule entities.
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/// Used to both track the entity as well as store basic data
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/// </summary>
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[RegisterComponent, EntityCategory("GameRules")]
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public sealed partial class GameRuleComponent : Component
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{
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/// <summary>
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/// Game time when game rule was activated
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan ActivatedAt;
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/// <summary>
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/// The minimum amount of players needed for this game rule.
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/// </summary>
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[DataField]
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public int MinPlayers;
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/// <summary>
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/// A delay for when the rule the is started and when the starting logic actually runs.
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/// </summary>
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[DataField]
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public MinMax? Delay;
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}
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/// <summary>
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/// Raised when a rule is added but hasn't formally begun yet.
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/// Good for announcing station events and other such things.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GameRuleAddedEvent(EntityUid RuleEntity, string RuleId);
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/// <summary>
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/// Raised when the rule actually begins.
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/// Player-facing logic should begin here.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GameRuleStartedEvent(EntityUid RuleEntity, string RuleId);
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/// <summary>
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/// Raised when the rule ends.
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/// Do cleanup and other such things here.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GameRuleEndedEvent(EntityUid RuleEntity, string RuleId);
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