Files
wwdpublic/Content.Server/GameTicking/Rules/Components/NukeopsRuleComponent.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

232 lines
7.3 KiB
C#

using Content.Server.NPC.Components;
using Content.Server.RoundEnd;
using Content.Server.StationEvents.Events;
using Content.Shared.Dataset;
using Content.Shared.Roles;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules.Components;
[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
public sealed partial class NukeopsRuleComponent : Component
{
// TODO Replace with GameRuleComponent.minPlayers
/// <summary>
/// The minimum needed amount of players
/// </summary>
[DataField]
public int MinPlayers = 20;
/// <summary>
/// This INCLUDES the operatives. So a value of 3 is satisfied by 2 players & 1 operative
/// </summary>
[DataField]
public int PlayersPerOperative = 10;
[DataField]
public int MaxOps = 5;
/// <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(10);
/// <summary>
/// Whether or not to spawn the nuclear operative outpost. Used by LoneOpsSpawn event.
/// </summary>
[DataField]
public bool SpawnOutpost = true;
/// <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>
/// Time allowed for declaration of war
/// </summary>
[DataField("warDeclarationDelay")]
public TimeSpan WarDeclarationDelay = TimeSpan.FromMinutes(6);
/// <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 = 4;
[DataField]
public EntProtoId SpawnPointProto = "SpawnPointNukies";
[DataField]
public EntProtoId GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
[DataField]
public ProtoId<AntagPrototype> CommanderRoleProto = "NukeopsCommander";
[DataField]
public ProtoId<AntagPrototype> OperativeRoleProto = "Nukeops";
[DataField]
public ProtoId<AntagPrototype> MedicRoleProto = "NukeopsMedic";
[DataField]
public ProtoId<StartingGearPrototype> CommanderStartGearProto = "SyndicateCommanderGearFull";
[DataField]
public ProtoId<StartingGearPrototype> MedicStartGearProto = "SyndicateOperativeMedicFull";
[DataField]
public ProtoId<StartingGearPrototype> OperativeStartGearProto = "SyndicateOperativeGearFull";
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
public string EliteNames = "SyndicateNamesElite";
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
public string NormalNames = "SyndicateNamesNormal";
[DataField(customTypeSerializer: typeof(ResPathSerializer))]
public ResPath OutpostMap = new("/Maps/nukieplanet.yml");
[DataField(customTypeSerializer: typeof(ResPathSerializer))]
public ResPath ShuttleMap = new("/Maps/infiltrator.yml");
[DataField]
public WinType WinType = WinType.Neutral;
[DataField]
public List<WinCondition> WinConditions = new ();
public MapId? NukiePlanet;
// TODO: use components, don't just cache entity UIDs
// There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
public EntityUid? NukieOutpost;
public EntityUid? NukieShuttle;
public EntityUid? TargetStation;
/// <summary>
/// Cached starting gear prototypes.
/// </summary>
[DataField]
public Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
/// <summary>
/// Cached operator name prototypes.
/// </summary>
[DataField]
public Dictionary<string, List<string>> OperativeNames = new();
/// <summary>
/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
/// </summary>
[DataField]
public Dictionary<EntityUid, string> OperativeMindPendingData = new();
/// <summary>
/// Players who played as an operative at some point in the round.
/// Stores the mind as well as the entity name
/// </summary>
[DataField]
public Dictionary<string, EntityUid> OperativePlayers = new();
[DataField(required: true)]
public ProtoId<NpcFactionPrototype> Faction = default!;
}
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
}