37 lines
1.4 KiB
C#
37 lines
1.4 KiB
C#
using Content.Server.Ninja.Systems;
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using Content.Shared.Communications;
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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.Prototype.List;
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(SpaceNinjaSystem))]
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public sealed partial class NinjaRuleComponent : Component
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{
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/// <summary>
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/// All ninja minds that are using this rule.
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/// Their SpaceNinjaComponent Rule field should point back to this rule.
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/// </summary>
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[DataField("minds")]
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public List<EntityUid> Minds = new();
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/// <summary>
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/// List of objective entity prototypes to add
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/// </summary>
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[DataField("objectives", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
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public List<string> Objectives = new();
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/// <summary>
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/// List of threats that can be called in. Copied onto <see cref="CommsHackerComponent"/> when gloves are enabled.
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/// </summary>
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[DataField("threats", required: true)]
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public List<Threat> Threats = new();
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/// <summary>
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/// Sound played when making the player a ninja via antag control or ghost role
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/// </summary>
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[DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
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public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/ninja_greeting.ogg");
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}
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