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wwdpublic/Content.Server/GameTicking/Rules/Components/NukeopsRuleComponent.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

171 lines
5.0 KiB
C#

using Content.Server.Maps;
using Content.Server.RoundEnd;
using Content.Shared.Dataset;
using Content.Shared.NPC.Prototypes;
using Content.Shared.Roles;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.GameTicking.Rules.Components;
[RegisterComponent, Access(typeof(NukeopsRuleSystem))]
public sealed partial class NukeopsRuleComponent : Component
{
/// <summary>
/// What will happen if all of the nuclear operatives will die. Used by LoneOpsSpawn event.
/// </summary>
[DataField]
public RoundEndBehavior RoundEndBehavior = RoundEndBehavior.ShuttleCall;
/// <summary>
/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
/// </summary>
[DataField]
public string RoundEndTextSender = "comms-console-announcement-title-centcom";
/// <summary>
/// Text for shuttle call if RoundEndBehavior is ShuttleCall.
/// </summary>
[DataField]
public string RoundEndTextShuttleCall = "nuke-ops-no-more-threat-announcement-shuttle-call";
/// <summary>
/// Text for announcement if RoundEndBehavior is ShuttleCall. Used if shuttle is already called
/// </summary>
[DataField]
public string RoundEndTextAnnouncement = "nuke-ops-no-more-threat-announcement";
/// <summary>
/// Time to emergency shuttle to arrive if RoundEndBehavior is ShuttleCall.
/// </summary>
[DataField]
public TimeSpan EvacShuttleTime = TimeSpan.FromMinutes(3);
/// <summary>
/// Whether or not nukie left their outpost
/// </summary>
[DataField]
public bool LeftOutpost;
/// <summary>
/// Enables opportunity to get extra TC for war declaration
/// </summary>
[DataField]
public bool CanEnableWarOps = true;
/// <summary>
/// Indicates time when war has been declared, null if not declared
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan? WarDeclaredTime;
/// <summary>
/// This amount of TC will be given to each nukie
/// </summary>
[DataField]
public int WarTcAmountPerNukie = 40;
/// <summary>
/// Delay between war declaration and nuke ops arrival on station map. Gives crew time to prepare
/// </summary>
[DataField]
public TimeSpan WarNukieArriveDelay = TimeSpan.FromMinutes(15);
/// <summary>
/// Minimal operatives count for war declaration
/// </summary>
[DataField]
public int WarDeclarationMinOps = 2; // WD EDIT
[DataField]
public WinType WinType = WinType.Neutral;
[DataField]
public List<WinCondition> WinConditions = new ();
[DataField]
public EntityUid? TargetStation;
[DataField]
public ProtoId<NpcFactionPrototype> Faction = "Syndicate";
/// <summary>
/// Path to antagonist alert sound.
/// </summary>
[DataField]
public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/nukeops_start.ogg");
}
/// <summary>
/// Stores the presets for each operative type
/// Ie Commander, Agent and Operative
/// </summary>
[DataDefinition, Serializable]
public sealed partial class NukeopSpawnPreset
{
[DataField]
public ProtoId<AntagPrototype> AntagRoleProto = "Nukeops";
/// <summary>
/// The equipment set this operative will be given when spawned
/// </summary>
[DataField]
public ProtoId<StartingGearPrototype> GearProto = "SyndicateOperativeGearFull";
/// <summary>
/// The name prefix, ie "Agent"
/// </summary>
[DataField]
public LocId NamePrefix = "nukeops-role-operator";
/// <summary>
/// The entity name suffix will be chosen from this list randomly
/// </summary>
[DataField]
public ProtoId<DatasetPrototype> NameList = "SyndicateNamesNormal";
}
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
}