Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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using Content.Server.Maps;
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2023-09-25 02:16:33 +06:00
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using Content.Server.RoundEnd;
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2023-04-25 20:23:14 -04:00
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using Content.Server.StationEvents.Events;
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2022-09-01 03:36:27 +01:00
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using Content.Shared.Dataset;
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2024-03-18 07:23:25 +00:00
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using Content.Shared.NPC.Prototypes;
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2022-09-01 03:36:27 +01:00
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using Content.Shared.Roles;
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using Robust.Shared.Map;
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2023-07-30 05:34:51 +12:00
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using Robust.Shared.Prototypes;
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2022-09-01 03:36:27 +01:00
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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2023-08-30 10:56:20 +03:00
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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2022-09-01 03:36:27 +01:00
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Utility;
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2023-11-16 16:04:50 -05:00
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2023-04-25 20:23:14 -04:00
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namespace Content.Server.GameTicking.Rules.Components;
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2022-09-01 03:36:27 +01:00
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[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
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2023-08-22 18:14:33 -07:00
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public sealed partial class NukeopsRuleComponent : Component
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2022-09-01 03:36:27 +01:00
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{
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2023-04-25 20:23:14 -04:00
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/// <summary>
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Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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/// This INCLUDES the operatives. So a value of 3 is satisfied by 2 players & 1 operative
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2022-09-19 18:07:24 +12:00
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/// </summary>
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[DataField]
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public int PlayersPerOperative = 10;
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[DataField]
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public int MaxOps = 5;
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/// <summary>
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/// What will happen if all of the nuclear operatives will die. Used by LoneOpsSpawn event.
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/// </summary>
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2023-09-28 07:48:59 -07:00
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[DataField]
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2023-09-25 02:16:33 +06:00
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public RoundEndBehavior RoundEndBehavior = RoundEndBehavior.ShuttleCall;
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/// <summary>
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/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
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/// </summary>
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[DataField]
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2023-09-25 02:16:33 +06:00
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public string RoundEndTextSender = "comms-console-announcement-title-centcom";
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/// <summary>
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/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
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/// </summary>
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[DataField]
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2023-09-25 02:16:33 +06:00
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public string RoundEndTextShuttleCall = "nuke-ops-no-more-threat-announcement-shuttle-call";
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/// <summary>
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/// Text for announcement if RoundEndBehavior is ShuttleCall. Used if shuttle is already called
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/// </summary>
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[DataField]
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2023-09-25 02:16:33 +06:00
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public string RoundEndTextAnnouncement = "nuke-ops-no-more-threat-announcement";
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/// <summary>
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/// Time to emergency shuttle to arrive if RoundEndBehavior is ShuttleCall.
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/// </summary>
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[DataField]
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2023-11-17 06:01:05 +09:00
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public TimeSpan EvacShuttleTime = TimeSpan.FromMinutes(3);
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/// <summary>
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/// Whether or not to spawn the nuclear operative outpost. Used by LoneOpsSpawn event.
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/// </summary>
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2023-09-28 07:48:59 -07:00
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[DataField]
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public bool SpawnOutpost = true;
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2023-08-30 10:56:20 +03:00
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/// <summary>
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/// Whether or not nukie left their outpost
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/// </summary>
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[DataField]
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public bool LeftOutpost;
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2023-08-30 10:56:20 +03:00
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/// <summary>
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/// Enables opportunity to get extra TC for war declaration
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/// </summary>
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[DataField]
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2023-08-30 10:56:20 +03:00
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public bool CanEnableWarOps = true;
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/// <summary>
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/// Indicates time when war has been declared, null if not declared
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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2023-08-30 10:56:20 +03:00
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public TimeSpan? WarDeclaredTime;
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/// <summary>
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/// This amount of TC will be given to each nukie
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/// </summary>
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[DataField]
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2023-08-30 10:56:20 +03:00
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public int WarTCAmountPerNukie = 40;
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/// <summary>
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/// Delay between war declaration and nuke ops arrival on station map. Gives crew time to prepare
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/// </summary>
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2023-09-28 07:48:59 -07:00
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[DataField]
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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public TimeSpan WarNukieArriveDelay = TimeSpan.FromMinutes(15);
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2023-08-30 10:56:20 +03:00
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/// <summary>
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/// Minimal operatives count for war declaration
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/// </summary>
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2023-09-28 07:48:59 -07:00
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[DataField]
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2023-08-30 10:56:20 +03:00
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public int WarDeclarationMinOps = 4;
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2023-09-28 07:48:59 -07:00
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[DataField]
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public EntProtoId SpawnPointProto = "SpawnPointNukies";
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2022-09-01 03:36:27 +01:00
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2023-09-28 07:48:59 -07:00
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[DataField]
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public EntProtoId GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
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2022-09-01 03:36:27 +01:00
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2023-11-16 16:04:50 -05:00
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[DataField]
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public string OperationName = "Test Operation";
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|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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[DataField]
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public ProtoId<GameMapPrototype> OutpostMapPrototype = "NukieOutpost";
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2022-09-01 03:36:27 +01:00
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2023-09-28 07:48:59 -07:00
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[DataField]
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2023-04-25 20:23:14 -04:00
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public WinType WinType = WinType.Neutral;
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2023-09-28 07:48:59 -07:00
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[DataField]
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2023-04-25 20:23:14 -04:00
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public List<WinCondition> WinConditions = new ();
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public MapId? NukiePlanet;
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// TODO: use components, don't just cache entity UIDs
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// There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
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public EntityUid? NukieOutpost;
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public EntityUid? NukieShuttle;
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public EntityUid? TargetStation;
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/// <summary>
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
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2023-04-25 20:23:14 -04:00
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/// </summary>
|
2023-09-28 07:48:59 -07:00
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[DataField]
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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public Dictionary<EntityUid, string> OperativeMindPendingData = new();
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[DataField(required: true)]
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public ProtoId<NpcFactionPrototype> Faction = default!;
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[DataField]
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public NukeopSpawnPreset CommanderSpawnDetails = new() { AntagRoleProto = "NukeopsCommander", GearProto = "SyndicateCommanderGearFull", NamePrefix = "nukeops-role-commander", NameList = "SyndicateNamesElite" };
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[DataField]
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public NukeopSpawnPreset AgentSpawnDetails = new() { AntagRoleProto = "NukeopsMedic", GearProto = "SyndicateOperativeMedicFull", NamePrefix = "nukeops-role-agent", NameList = "SyndicateNamesNormal" };
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[DataField]
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public NukeopSpawnPreset OperativeSpawnDetails = new();
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}
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/// <summary>
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/// Stores the presets for each operative type
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/// Ie Commander, Agent and Operative
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/// </summary>
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[DataDefinition, Serializable]
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public sealed partial class NukeopSpawnPreset
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{
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[DataField]
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public ProtoId<AntagPrototype> AntagRoleProto = "Nukeops";
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2023-04-25 20:23:14 -04:00
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/// <summary>
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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/// The equipment set this operative will be given when spawned
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2023-04-25 20:23:14 -04:00
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/// </summary>
|
2023-09-28 07:48:59 -07:00
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[DataField]
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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public ProtoId<StartingGearPrototype> GearProto = "SyndicateOperativeGearFull";
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2023-04-25 20:23:14 -04:00
|
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|
|
|
/// <summary>
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
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/// The name prefix, ie "Agent"
|
2023-04-25 20:23:14 -04:00
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|
/// </summary>
|
2023-09-28 07:48:59 -07:00
|
|
|
[DataField]
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
|
|
|
public LocId NamePrefix = "nukeops-role-operator";
|
2023-04-25 20:23:14 -04:00
|
|
|
|
|
|
|
|
/// <summary>
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
|
|
|
/// The entity name suffix will be chosen from this list randomly
|
2023-04-25 20:23:14 -04:00
|
|
|
/// </summary>
|
2023-09-28 07:48:59 -07:00
|
|
|
[DataField]
|
Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief
* Zombie initial pass
* Rebase, Traitor
* Nukeops, More overloads
* Revert RevolutionaryRuleComponent
* Use TryRoundStartAttempt, Rewrite nukie spawning
* Comments, Add task scheduler to GameRuleSystem
* Zombie initial testing done
* Sort methods, rework GameRuleTask
* Add CCVar, Initial testing continues
* Might as well get rid of the obsolete logging
* Oops, i dont know how to log apparently
* Suggested formatting fixes
* Suggested changes
* Fix merge issues
* Minor optimisation
* Allowed thief to choose other antags
* Review changes
* Spawn items on floor first, then inserting
* minor tweaks
* Shift as much as possible to ProtoId<>
* Remove unneeded
* Add exclusive antag attribute
* Fix merge issues
* Minor formatting fix
* Convert to struct
* Cleanup
* Review cleanup (need to test a lot)
* Some fixes, (mostly) tested
* oop
* Pass tests (for real)
---------
Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 06:25:10 +00:00
|
|
|
public ProtoId<DatasetPrototype> NameList = "SyndicateNamesNormal";
|
2023-04-25 20:23:14 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public enum WinType : byte
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Operative major win. This means they nuked the station.
|
|
|
|
|
/// </summary>
|
|
|
|
|
OpsMajor,
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Minor win. All nukies were alive at the end of the round.
|
|
|
|
|
/// Alternatively, some nukies were alive, but the disk was left behind.
|
|
|
|
|
/// </summary>
|
|
|
|
|
OpsMinor,
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Neutral win. The nuke exploded, but on the wrong station.
|
|
|
|
|
/// </summary>
|
|
|
|
|
Neutral,
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
|
|
|
|
|
/// but some nukies were alive.
|
|
|
|
|
/// </summary>
|
|
|
|
|
CrewMinor,
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Crew major win. This means they either killed all nukies,
|
|
|
|
|
/// or the bomb exploded too far away from the station, or on the nukie moon.
|
|
|
|
|
/// </summary>
|
|
|
|
|
CrewMajor
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public enum WinCondition : byte
|
|
|
|
|
{
|
|
|
|
|
NukeExplodedOnCorrectStation,
|
|
|
|
|
NukeExplodedOnNukieOutpost,
|
|
|
|
|
NukeExplodedOnIncorrectLocation,
|
|
|
|
|
NukeActiveInStation,
|
|
|
|
|
NukeActiveAtCentCom,
|
|
|
|
|
NukeDiskOnCentCom,
|
|
|
|
|
NukeDiskNotOnCentCom,
|
|
|
|
|
NukiesAbandoned,
|
|
|
|
|
AllNukiesDead,
|
|
|
|
|
SomeNukiesAlive,
|
|
|
|
|
AllNukiesAlive
|
2022-09-01 03:36:27 +01:00
|
|
|
}
|