Refactor serialization copying to use source generators (#19412)
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@@ -15,7 +15,7 @@ using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
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public sealed class NukeopsRuleComponent : Component
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public sealed partial class NukeopsRuleComponent : Component
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{
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/// <summary>
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/// The minimum needed amount of players
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@@ -98,19 +98,19 @@ public sealed class NukeopsRuleComponent : Component
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/// Cached starting gear prototypes.
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/// </summary>
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[DataField("startingGearPrototypes")]
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public readonly Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
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public Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
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/// <summary>
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/// Cached operator name prototypes.
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/// </summary>
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[DataField("operativeNames")]
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public readonly Dictionary<string, List<string>> OperativeNames = new();
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public Dictionary<string, List<string>> OperativeNames = new();
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/// <summary>
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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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/// </summary>
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[DataField("operativeMindPendingData")]
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public readonly Dictionary<EntityUid, string> OperativeMindPendingData = new();
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public Dictionary<EntityUid, string> OperativeMindPendingData = new();
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/// <summary>
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/// Players who played as an operative at some point in the round.
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@@ -118,7 +118,7 @@ public sealed class NukeopsRuleComponent : Component
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/// </summary>
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/// todo: don't store sessions, dingus
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[DataField("operativePlayers")]
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public readonly Dictionary<string, IPlayerSession> OperativePlayers = new();
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public Dictionary<string, IPlayerSession> OperativePlayers = new();
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[DataField("faction", customTypeSerializer: typeof(PrototypeIdSerializer<NpcFactionPrototype>), required: true)]
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public string Faction = default!;
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