using Content.Shared.EntityTable.EntitySelectors; using Content.Shared.FixedPoint; using Content.Shared.Roles; using Robust.Shared.Network; using Robust.Shared.Prototypes; namespace Content.Server.GameTicking.Rules.Components; /// /// Gamerule that ends when a player gets a certain number of kills. /// [RegisterComponent, Access(typeof(DeathMatchRuleSystem))] public sealed partial class DeathMatchRuleComponent : Component { /// /// The number of points a player has to get to win. /// [DataField] public FixedPoint2 KillCap = 31; /// /// How long until the round restarts /// [DataField] public TimeSpan RestartDelay = TimeSpan.FromSeconds(10f); /// /// The person who won. /// We store this here in case of some assist shenanigans. /// [DataField] public NetUserId? Victor; /// /// The EntityTable spawned after a player is killed. /// [DataField] public EntityTableSelector RewardSpawns = default!; /// /// The gear all players spawn with. /// [DataField] public ProtoId Gear = "DeathMatchGear"; }