Files
Delta-v/Content.Server/GameTicking/Rules/Components/ZombieRuleComponent.cs
T
Vanessaandpre-commit-ci[bot] 8f8f1dd001 Convert Round to Survival when Major Antag Fails (#6127)
* Changed up shuttle calls to make the round convert to survival.

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* Added CosCult state checking.

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* typo

* Fix nuke ops test

---------

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2026-07-05 13:53:02 -04:00

40 lines
1.4 KiB
C#

using Content.Server.RoundEnd;
using Content.Shared.Roles;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.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>
/// DeltaV - The behavior of the round if all zombies are defeated.
/// </summary>
public RoundEndBehavior ZombieRoundEndBehavior = RoundEndBehavior.BecomeSurvival;
/// <summary>
/// DeltaV - The amount of time before the evac shuttle will arrive if the ZombieRoundEndBehavior is set to ShuttleCall.
/// </summary>
public TimeSpan ZombieShuttleDelay = TimeSpan.FromMinutes(10);
}