* Split codewords into its own system * Fix admin log * Nuke unused code * Fix formatting errors * Fix tests * Make the codeword system add itself if called when not active * Put comment in right place. * Review: Rename prototypes * Review: Make codewords serializable * Fix build * Reviews: Change the system to not be a gamerule. * Fix YAML Linter * Fix test fail * Remove unused import
83 lines
2.3 KiB
C#
83 lines
2.3 KiB
C#
using Content.Server.Codewords;
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using Content.Shared.Dataset;
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using Content.Shared.FixedPoint;
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using Content.Shared.NPC.Prototypes;
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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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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(TraitorRuleSystem))]
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public sealed partial class TraitorRuleComponent : Component
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{
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public readonly List<EntityUid> TraitorMinds = new();
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[DataField]
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public ProtoId<AntagPrototype> TraitorPrototypeId = "Traitor";
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[DataField]
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public ProtoId<CodewordFactionPrototype> CodewordFactionPrototypeId = "Traitor";
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[DataField]
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public ProtoId<NpcFactionPrototype> NanoTrasenFaction = "NanoTrasen";
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[DataField]
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public ProtoId<NpcFactionPrototype> SyndicateFaction = "Syndicate";
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[DataField]
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public ProtoId<LocalizedDatasetPrototype> ObjectiveIssuers = "TraitorCorporations";
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/// <summary>
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/// Give this traitor an Uplink on spawn.
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/// </summary>
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[DataField]
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public bool GiveUplink = true;
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/// <summary>
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/// Give this traitor the codewords.
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/// </summary>
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[DataField]
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public bool GiveCodewords = true;
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/// <summary>
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/// Give this traitor a briefing in chat.
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/// </summary>
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[DataField]
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public bool GiveBriefing = true;
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public int TotalTraitors => TraitorMinds.Count;
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public enum SelectionState
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{
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WaitingForSpawn = 0,
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ReadyToStart = 1,
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Started = 2,
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}
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/// <summary>
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/// Current state of the rule
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/// </summary>
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public SelectionState SelectionStatus = SelectionState.WaitingForSpawn;
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/// <summary>
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/// When should traitors be selected and the announcement made
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan? AnnounceAt;
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/// <summary>
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/// Path to antagonist alert sound.
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/// </summary>
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[DataField]
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public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/traitor_start.ogg");
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/// <summary>
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/// The amount of TC traitors start with.
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/// </summary>
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[DataField]
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public FixedPoint2 StartingBalance = 20;
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}
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