# Conflicts: # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Changeling/ChangelingRuleSystem.cs # Content.Server/Changeling/ChangelingSystem.Abilities.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/_White/Cult/GameRule/CultRuleComponent.cs # Content.Server/_White/Cult/GameRule/CultRuleSystem.cs # Content.Server/_White/Cult/Runes/Systems/CultSystem.Rune.cs # Content.Server/_White/Keyhole/KeyholeSystem.cs # Content.Server/_White/MeatyOre/MeatyOreStoreSystem.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/_White/Keyhole/Components/KeyBaseComponent.cs # Resources/Locale/ru-RU/White/stuff.ftl/runes-entities.ftl # Resources/Locale/ru-RU/_white/cult/blood-spear.ftl # Resources/Locale/ru-RU/_white/cult/bolt-barrage.ftl # Resources/Locale/ru-RU/_white/cult/cult.ftl # Resources/Locale/ru-RU/_white/cult/gui.ftl # Resources/Locale/ru-RU/cult/cult-structure.ftl # Resources/Locale/ru-RU/cult/pylon.ftl # Resources/Maps/White/Scoupidia.yml # Resources/Maps/White/Void.yml # Resources/Maps/White/WonderBox.yml # Resources/Prototypes/Actions/types.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_atmospherics.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Tools/jaws_of_life.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sledgehammer.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/_White/Entities/Objects/Misc/books.yml
217 lines
6.7 KiB
C#
217 lines
6.7 KiB
C#
using Content.Server.Maps;
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using Content.Server.RoundEnd;
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using Content.Server.StationEvents.Events;
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using Content.Shared.Dataset;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.Roles;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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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 partial class NukeopsRuleComponent : Component
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{
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/// <summary>
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/// This INCLUDES the operatives. So a value of 3 is satisfied by 2 players & 1 operative
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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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[DataField]
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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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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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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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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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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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[DataField]
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public bool SpawnOutpost = true;
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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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/// <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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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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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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public int WarTCAmountPerNukie = 50;
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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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[DataField]
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public TimeSpan WarNukieArriveDelay = TimeSpan.FromMinutes(15);
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/// <summary>
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/// Minimal operatives count for war declaration
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/// </summary>
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[DataField]
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public int WarDeclarationMinOps = 2;
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[DataField]
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public EntProtoId SpawnPointProto = "SpawnPointNukies";
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[DataField]
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public EntProtoId GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
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[DataField]
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public string OperationName = "Test Operation";
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[DataField]
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public ProtoId<GameMapPrototype> OutpostMapPrototype = "NukieOutpost";
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[DataField]
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public WinType WinType = WinType.Neutral;
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[DataField]
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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>
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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]
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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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/// <summary>
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/// The equipment set this operative will be given when spawned
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/// </summary>
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[DataField]
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public ProtoId<StartingGearPrototype> GearProto = "SyndicateOperativeGearFull";
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/// <summary>
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/// The name prefix, ie "Agent"
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/// </summary>
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[DataField]
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public LocId NamePrefix = "nukeops-role-operator";
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/// <summary>
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/// The entity name suffix will be chosen from this list randomly
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/// </summary>
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[DataField]
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public ProtoId<DatasetPrototype> NameList = "SyndicateNamesNormal";
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}
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public enum WinType : byte
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{
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/// <summary>
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/// Operative major win. This means they nuked the station.
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/// </summary>
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OpsMajor,
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/// <summary>
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/// Minor win. All nukies were alive at the end of the round.
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/// Alternatively, some nukies were alive, but the disk was left behind.
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/// </summary>
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OpsMinor,
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/// <summary>
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/// Neutral win. The nuke exploded, but on the wrong station.
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/// </summary>
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Neutral,
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/// <summary>
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/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
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/// but some nukies were alive.
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/// </summary>
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CrewMinor,
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/// <summary>
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/// Crew major win. This means they either killed all nukies,
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/// or the bomb exploded too far away from the station, or on the nukie moon.
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/// </summary>
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CrewMajor
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}
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public enum WinCondition : byte
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{
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NukeExplodedOnCorrectStation,
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NukeExplodedOnNukieOutpost,
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NukeExplodedOnIncorrectLocation,
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NukeActiveInStation,
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NukeActiveAtCentCom,
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NukeDiskOnCentCom,
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NukeDiskNotOnCentCom,
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NukiesAbandoned,
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AllNukiesDead,
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SomeNukiesAlive,
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AllNukiesAlive
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}
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