CatStation/Content.Shared/GameTicking/Rules/Components/ZombieRuleComponent.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

38 lines
1.2 KiB
C#

using Content.Shared.RoundEnd;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.GameTicking.Rules.Components;
[RegisterComponent, Access(typeof(ZombieRuleSystem))]
public sealed partial class ZombieRuleComponent : Component
{
/// <summary>
/// When the round will next check for round end.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan? NextRoundEndCheck;
/// <summary>
/// The amount of time between each check for the end of the round.
/// </summary>
[DataField]
public TimeSpan EndCheckDelay = TimeSpan.FromSeconds(30);
/// <summary>
/// After this amount of the crew become zombies, the shuttle will be automatically called.
/// </summary>
[DataField]
public float ZombieShuttleCallPercentage = 0.7f;
/// <summary>
/// What will happen if zombies get more than 80%
/// </summary>
[DataField]
public RoundEndBehavior ZombieRoundEndBehavior = RoundEndBehavior.ShuttleCall;
/// <summary>
/// Shuttle timer for when shuttle is called
/// </summary>
[DataField]
public TimeSpan ZombieEvacShuttleTime = TimeSpan.FromMinutes(5);
}