Files
tbd-station-14/Content.Server/GameTicking/Rules/Components/NukeopsRuleComponent.cs
Robert Hardy ac6419c1d1 Changed NukeOps Shuttle Call Time from 10 Minutes to 3 Minutes (#21690)
* Changed NukeOps Round End Behavior to Instant Round End

* Changed RoundEndBehavior and EvacShuttleTime
2023-11-16 14:01:05 -07:00

232 lines
7.3 KiB
C#

using Content.Server.NPC.Components;
using Content.Server.RoundEnd;
using Content.Server.StationEvents.Events;
using Content.Shared.Dataset;
using Content.Shared.Roles;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules.Components;
[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
public sealed partial class NukeopsRuleComponent : Component
{
// TODO Replace with GameRuleComponent.minPlayers
/// <summary>
/// The minimum needed amount of players
/// </summary>
[DataField]
public int MinPlayers = 20;
/// <summary>
/// This INCLUDES the operatives. So a value of 3 is satisfied by 2 players & 1 operative
/// </summary>
[DataField]
public int PlayersPerOperative = 10;
[DataField]
public int MaxOps = 5;
/// <summary>
/// What will happen if all of the nuclear operatives will die. Used by LoneOpsSpawn event.
/// </summary>
[DataField]
public RoundEndBehavior RoundEndBehavior = RoundEndBehavior.ShuttleCall;
/// <summary>
/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
/// </summary>
[DataField]
public string RoundEndTextSender = "comms-console-announcement-title-centcom";
/// <summary>
/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
/// </summary>
[DataField]
public string RoundEndTextShuttleCall = "nuke-ops-no-more-threat-announcement-shuttle-call";
/// <summary>
/// Text for announcement if RoundEndBehavior is ShuttleCall. Used if shuttle is already called
/// </summary>
[DataField]
public string RoundEndTextAnnouncement = "nuke-ops-no-more-threat-announcement";
/// <summary>
/// Time to emergency shuttle to arrive if RoundEndBehavior is ShuttleCall.
/// </summary>
[DataField]
public TimeSpan EvacShuttleTime = TimeSpan.FromMinutes(3);
/// <summary>
/// Whether or not to spawn the nuclear operative outpost. Used by LoneOpsSpawn event.
/// </summary>
[DataField]
public bool SpawnOutpost = true;
/// <summary>
/// Whether or not nukie left their outpost
/// </summary>
[DataField]
public bool LeftOutpost;
/// <summary>
/// Enables opportunity to get extra TC for war declaration
/// </summary>
[DataField]
public bool CanEnableWarOps = true;
/// <summary>
/// Indicates time when war has been declared, null if not declared
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan? WarDeclaredTime;
/// <summary>
/// This amount of TC will be given to each nukie
/// </summary>
[DataField]
public int WarTCAmountPerNukie = 40;
/// <summary>
/// Time allowed for declaration of war
/// </summary>
[DataField("warDeclarationDelay")]
public TimeSpan WarDeclarationDelay = TimeSpan.FromMinutes(6);
/// <summary>
/// Delay between war declaration and nuke ops arrival on station map. Gives crew time to prepare
/// </summary>
[DataField]
public TimeSpan? WarNukieArriveDelay = TimeSpan.FromMinutes(15);
/// <summary>
/// Minimal operatives count for war declaration
/// </summary>
[DataField]
public int WarDeclarationMinOps = 4;
[DataField]
public EntProtoId SpawnPointProto = "SpawnPointNukies";
[DataField]
public EntProtoId GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
[DataField]
public ProtoId<AntagPrototype> CommanderRoleProto = "NukeopsCommander";
[DataField]
public ProtoId<AntagPrototype> OperativeRoleProto = "Nukeops";
[DataField]
public ProtoId<AntagPrototype> MedicRoleProto = "NukeopsMedic";
[DataField]
public ProtoId<StartingGearPrototype> CommanderStartGearProto = "SyndicateCommanderGearFull";
[DataField]
public ProtoId<StartingGearPrototype> MedicStartGearProto = "SyndicateOperativeMedicFull";
[DataField]
public ProtoId<StartingGearPrototype> OperativeStartGearProto = "SyndicateOperativeGearFull";
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
public string EliteNames = "SyndicateNamesElite";
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
public string NormalNames = "SyndicateNamesNormal";
[DataField(customTypeSerializer: typeof(ResPathSerializer))]
public ResPath OutpostMap = new("/Maps/nukieplanet.yml");
[DataField(customTypeSerializer: typeof(ResPathSerializer))]
public ResPath ShuttleMap = new("/Maps/infiltrator.yml");
[DataField]
public WinType WinType = WinType.Neutral;
[DataField]
public List<WinCondition> WinConditions = new ();
public MapId? NukiePlanet;
// TODO: use components, don't just cache entity UIDs
// There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
public EntityUid? NukieOutpost;
public EntityUid? NukieShuttle;
public EntityUid? TargetStation;
/// <summary>
/// Cached starting gear prototypes.
/// </summary>
[DataField]
public Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
/// <summary>
/// Cached operator name prototypes.
/// </summary>
[DataField]
public Dictionary<string, List<string>> OperativeNames = new();
/// <summary>
/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
/// </summary>
[DataField]
public Dictionary<EntityUid, string> OperativeMindPendingData = new();
/// <summary>
/// Players who played as an operative at some point in the round.
/// Stores the mind as well as the entity name
/// </summary>
[DataField]
public Dictionary<string, EntityUid> OperativePlayers = new();
[DataField(required: true)]
public ProtoId<NpcFactionPrototype> Faction = default!;
}
public enum WinType : byte
{
/// <summary>
/// Operative major win. This means they nuked the station.
/// </summary>
OpsMajor,
/// <summary>
/// Minor win. All nukies were alive at the end of the round.
/// Alternatively, some nukies were alive, but the disk was left behind.
/// </summary>
OpsMinor,
/// <summary>
/// Neutral win. The nuke exploded, but on the wrong station.
/// </summary>
Neutral,
/// <summary>
/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
/// but some nukies were alive.
/// </summary>
CrewMinor,
/// <summary>
/// Crew major win. This means they either killed all nukies,
/// or the bomb exploded too far away from the station, or on the nukie moon.
/// </summary>
CrewMajor
}
public enum WinCondition : byte
{
NukeExplodedOnCorrectStation,
NukeExplodedOnNukieOutpost,
NukeExplodedOnIncorrectLocation,
NukeActiveInStation,
NukeActiveAtCentCom,
NukeDiskOnCentCom,
NukeDiskNotOnCentCom,
NukiesAbandoned,
AllNukiesDead,
SomeNukiesAlive,
AllNukiesAlive
}