Files
tbd-station-14/Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs
2025-10-03 11:08:36 +00:00

102 lines
3.4 KiB
C#

using Content.Shared.Arcade;
using Content.Shared.Dataset;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.Arcade.SpaceVillain;
[RegisterComponent]
public sealed partial class SpaceVillainArcadeComponent : SharedSpaceVillainArcadeComponent
{
/// <summary>
/// Unused flag that can be hacked via wires.
/// Name suggests that it was intended to either make the health/mana values underflow while playing the game or turn the arcade machine into an infinite prize fountain.
/// </summary>
[ViewVariables]
public bool OverflowFlag;
/// <summary>
/// The current session of the SpaceVillain game for this arcade machine.
/// </summary>
[ViewVariables]
public SpaceVillainGame? Game = null;
/// <summary>
/// The sound played when a new session of the SpaceVillain game is begun.
/// </summary>
[DataField]
public SoundSpecifier NewGameSound = new SoundPathSpecifier("/Audio/Effects/Arcade/newgame.ogg");
/// <summary>
/// The sound played when the player chooses to attack.
/// </summary>
[DataField]
public SoundSpecifier PlayerAttackSound = new SoundPathSpecifier("/Audio/Effects/Arcade/player_attack.ogg");
/// <summary>
/// The sound played when the player chooses to heal.
/// </summary>
[DataField]
public SoundSpecifier PlayerHealSound = new SoundPathSpecifier("/Audio/Effects/Arcade/player_heal.ogg");
/// <summary>
/// The sound played when the player chooses to regain mana.
/// </summary>
[DataField]
public SoundSpecifier PlayerChargeSound = new SoundPathSpecifier("/Audio/Effects/Arcade/player_charge.ogg");
/// <summary>
/// The sound played when the player wins.
/// </summary>
[DataField]
public SoundSpecifier WinSound = new SoundPathSpecifier("/Audio/Effects/Arcade/win.ogg");
/// <summary>
/// The sound played when the player loses.
/// </summary>
[DataField]
public SoundSpecifier GameOverSound = new SoundPathSpecifier("/Audio/Effects/Arcade/gameover.ogg");
/// <summary>
/// The prefixes that can be used to create the game name.
/// </summary>
[DataField]
public ProtoId<LocalizedDatasetPrototype> PossibleFightVerbs = "SpaceVillainVerbsFight";
/// <summary>
/// The first names/titles that can be used to construct the name of the villain.
/// </summary>
[DataField]
public ProtoId<LocalizedDatasetPrototype> PossibleFirstEnemyNames = "SpaceVillainNamesEnemyFirst";
/// <summary>
/// The last names that can be used to construct the name of the villain.
/// </summary>
[DataField]
public ProtoId<LocalizedDatasetPrototype> PossibleLastEnemyNames = "SpaceVillainNamesEnemyLast";
/// <summary>
/// The prototypes that can be dispensed as a reward for winning the game.
/// </summary>
[DataField]
public List<EntProtoId> PossibleRewards = new();
/// <summary>
/// The minimum number of prizes the arcade machine can have.
/// </summary>
[DataField]
public int RewardMinAmount;
/// <summary>
/// The maximum number of prizes the arcade machine can have.
/// </summary>
[DataField]
public int RewardMaxAmount;
/// <summary>
/// The remaining number of prizes the arcade machine can dispense.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public int RewardAmount = 0;
}