RevolutionaryRuleComponent.cs 1.1 KB

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  1. using Content.Shared.Roles;
  2. using Robust.Shared.Prototypes;
  3. using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
  4. namespace Content.Server.GameTicking.Rules.Components;
  5. /// <summary>
  6. /// Component for the RevolutionaryRuleSystem that stores info about winning/losing, player counts required for starting, as well as prototypes for Revolutionaries and their gear.
  7. /// </summary>
  8. [RegisterComponent, Access(typeof(RevolutionaryRuleSystem))]
  9. public sealed partial class RevolutionaryRuleComponent : Component
  10. {
  11. /// <summary>
  12. /// When the round will if all the command are dead (Incase they are in space)
  13. /// </summary>
  14. [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
  15. public TimeSpan CommandCheck;
  16. /// <summary>
  17. /// The amount of time between each check for command check.
  18. /// </summary>
  19. [DataField]
  20. public TimeSpan TimerWait = TimeSpan.FromSeconds(20);
  21. /// <summary>
  22. /// The time it takes after the last head is killed for the shuttle to arrive.
  23. /// </summary>
  24. [DataField, ViewVariables(VVAccess.ReadWrite)]
  25. public TimeSpan ShuttleCallTime = TimeSpan.FromMinutes(5);
  26. }