* zombie mode redux * the great zombie changes * fix this * 65 down to 50 * empty * Changes to address stalling * make zombie nukies no longer nukies * actually work
98 lines
3.5 KiB
C#
98 lines
3.5 KiB
C#
using Content.Shared.Roles;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(ZombieRuleSystem))]
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public sealed class ZombieRuleComponent : Component
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{
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[DataField("initialInfectedNames")]
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public Dictionary<string, string> InitialInfectedNames = new();
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[DataField("patientZeroPrototypeId", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
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public string PatientZeroPrototypeId = "InitialInfected";
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/// <summary>
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/// Whether or not the initial infected have been chosen.
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/// </summary>
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[DataField("infectedChosen")]
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public bool InfectedChosen;
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/// <summary>
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/// When the round will next check for round end.
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/// </summary>
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[DataField("nextRoundEndCheck", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextRoundEndCheck;
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/// <summary>
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/// The amount of time between each check for the end of the round.
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/// </summary>
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[DataField("endCheckDelay")]
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public TimeSpan EndCheckDelay = TimeSpan.FromSeconds(30);
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/// <summary>
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/// The time at which the initial infected will be chosen.
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/// </summary>
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[DataField("startTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan? StartTime;
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/// <summary>
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/// The minimum amount of time after the round starts that the initial infected will be chosen.
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/// </summary>
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[DataField("minStartDelay")]
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public TimeSpan MinStartDelay = TimeSpan.FromMinutes(10);
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/// <summary>
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/// The maximum amount of time after the round starts that the initial infected will be chosen.
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/// </summary>
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[DataField("maxStartDelay")]
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public TimeSpan MaxStartDelay = TimeSpan.FromMinutes(15);
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/// <summary>
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/// The sound that plays when someone becomes an initial infected.
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/// todo: this should have a unique sound instead of reusing the zombie one.
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/// </summary>
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[DataField("initialInfectedSound")]
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public SoundSpecifier InitialInfectedSound = new SoundPathSpecifier("/Audio/Ambience/Antag/zombie_start.ogg");
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/// <summary>
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/// The minimum amount of time initial infected have before they start taking infection damage.
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/// </summary>
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[DataField("minInitialInfectedGrace")]
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public TimeSpan MinInitialInfectedGrace = TimeSpan.FromMinutes(12.5f);
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/// <summary>
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/// The maximum amount of time initial infected have before they start taking damage.
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/// </summary>
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[DataField("maxInitialInfectedGrace")]
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public TimeSpan MaxInitialInfectedGrace = TimeSpan.FromMinutes(15f);
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/// <summary>
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/// How many players for each initial infected.
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/// </summary>
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[DataField("playersPerInfected")]
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public int PlayersPerInfected = 10;
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/// <summary>
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/// The maximum number of initial infected.
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/// </summary>
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[DataField("maxInitialInfected")]
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public int MaxInitialInfected = 6;
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/// <summary>
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/// After this amount of the crew become zombies, the shuttle will be automatically called.
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/// </summary>
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[DataField("zombieShuttleCallPercentage")]
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public float ZombieShuttleCallPercentage = 0.5f;
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/// <summary>
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/// Have we called the evac shuttle yet?
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/// </summary>
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[DataField("shuttleCalled")]
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public bool ShuttleCalled;
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public const string ZombifySelfActionPrototype = "TurnUndead";
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}
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