47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using Content.Shared.FixedPoint;
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using Content.Shared.Roles;
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using Content.Shared.Storage;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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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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/// <summary>
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/// Gamerule that ends when a player gets a certain number of kills.
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/// </summary>
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[RegisterComponent, Access(typeof(DeathMatchRuleSystem))]
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public sealed partial class DeathMatchRuleComponent : Component
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{
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/// <summary>
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/// The number of points a player has to get to win.
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/// </summary>
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[DataField("killCap"), ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 KillCap = 31;
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/// <summary>
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/// How long until the round restarts
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/// </summary>
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[DataField("restartDelay"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan RestartDelay = TimeSpan.FromSeconds(10f);
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/// <summary>
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/// The person who won.
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/// We store this here in case of some assist shenanigans.
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/// </summary>
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[DataField("victor")]
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public NetUserId? Victor;
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/// <summary>
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/// An entity spawned after a player is killed.
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/// </summary>
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[DataField("rewardSpawns")]
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public List<EntitySpawnEntry> RewardSpawns = new();
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/// <summary>
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/// The gear all players spawn with.
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/// </summary>
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[DataField("gear", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>)), ViewVariables(VVAccess.ReadWrite)]
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public string Gear = "DeathMatchGear";
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}
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