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https://github.com/space-syndicate/space-station-14.git
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* 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
81 lines
2.3 KiB
C#
81 lines
2.3 KiB
C#
using Content.Shared.Codewords;
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using Content.Shared.Dataset;
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using Content.Shared.FixedPoint;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.Roles;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(TraitorRuleSystem))]
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public sealed partial class TraitorRuleComponent : Component
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{
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public readonly List<EntityUid> TraitorMinds = new();
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[DataField]
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public ProtoId<AntagPrototype> TraitorPrototypeId = "Traitor";
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[DataField]
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public ProtoId<CodewordFactionPrototype> CodewordFactionPrototypeId = "Traitor";
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[DataField]
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public ProtoId<NpcFactionPrototype> NanoTrasenFaction = "NanoTrasen";
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[DataField]
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public ProtoId<NpcFactionPrototype> SyndicateFaction = "Syndicate";
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[DataField]
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public ProtoId<LocalizedDatasetPrototype> ObjectiveIssuers = "TraitorCorporations";
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/// <summary>
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/// Give this traitor an Uplink on spawn.
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/// </summary>
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[DataField]
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public bool GiveUplink = true;
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/// <summary>
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/// Give this traitor the codewords.
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/// </summary>
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[DataField]
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public bool GiveCodewords = true;
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/// <summary>
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/// Give this traitor a briefing in chat.
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/// </summary>
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[DataField]
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public bool GiveBriefing = true;
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public int TotalTraitors => TraitorMinds.Count;
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public enum SelectionState
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{
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WaitingForSpawn = 0,
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ReadyToStart = 1,
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Started = 2,
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}
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/// <summary>
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/// Current state of the rule
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/// </summary>
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public SelectionState SelectionStatus = SelectionState.WaitingForSpawn;
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/// <summary>
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/// When should traitors be selected and the announcement made
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan? AnnounceAt;
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/// <summary>
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/// Path to antagonist alert sound.
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/// </summary>
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[DataField]
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public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/traitor_start.ogg");
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/// <summary>
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/// The amount of TC traitors start with.
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/// </summary>
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[DataField]
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public FixedPoint2 StartingBalance = 20;
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}
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