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- using Content.Shared.Destructible.Thresholds;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
- namespace Content.Shared.GameTicking.Components;
- /// <summary>
- /// Component attached to all gamerule entities.
- /// Used to both track the entity as well as store basic data
- /// </summary>
- [RegisterComponent, EntityCategory("GameRules")]
- public sealed partial class GameRuleComponent : Component
- {
- /// <summary>
- /// Game time when game rule was activated
- /// </summary>
- [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
- public TimeSpan ActivatedAt;
- /// <summary>
- /// The minimum amount of players needed for this game rule.
- /// </summary>
- [DataField]
- public int MinPlayers;
- /// <summary>
- /// If true, this rule not having enough players will cancel the preset selection.
- /// If false, it will simply not run silently.
- /// </summary>
- [DataField]
- public bool CancelPresetOnTooFewPlayers = true;
- /// <summary>
- /// A delay for when the rule the is started and when the starting logic actually runs.
- /// </summary>
- [DataField]
- public MinMax? Delay;
- }
- /// <summary>
- /// Raised when a rule is added but hasn't formally begun yet.
- /// Good for announcing station events and other such things.
- /// </summary>
- [ByRefEvent]
- public readonly record struct GameRuleAddedEvent(EntityUid RuleEntity, string RuleId);
- /// <summary>
- /// Raised when the rule actually begins.
- /// Player-facing logic should begin here.
- /// </summary>
- [ByRefEvent]
- public readonly record struct GameRuleStartedEvent(EntityUid RuleEntity, string RuleId);
- /// <summary>
- /// Raised when the rule ends.
- /// Do cleanup and other such things here.
- /// </summary>
- [ByRefEvent]
- public readonly record struct GameRuleEndedEvent(EntityUid RuleEntity, string RuleId);
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