CatStation/Content.Shared/GameTicking/Rules/Components/NukeopsRuleComponent.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

142 lines
4.2 KiB
C#

using Content.Shared.NPC.Prototypes;
using Content.Shared.RoundEnd;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.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>
/// Time crew can't call emergency shuttle after war declaration.
/// </summary>
[DataField]
public TimeSpan WarEvacShuttleDisabled = TimeSpan.FromMinutes(25);
/// <summary>
/// Minimal operatives count for war declaration
/// </summary>
[DataField]
public int WarDeclarationMinOps = 4;
[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");
}
public enum WinType : byte
{
/// <summary>
/// Operative major win. This means they nuked the station.
/// </summary>
OpsMajor,
/// <summary>
/// Operative minor win. At least one nukie survived, and 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
}