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* 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>
40 lines
1.4 KiB
C#
40 lines
1.4 KiB
C#
using Content.Server.RoundEnd;
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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.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(ZombieRuleSystem))]
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public sealed partial class ZombieRuleComponent : Component
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{
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/// <summary>
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/// When the round will next check for round end.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan? NextRoundEndCheck;
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/// <summary>
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/// The amount of time between each check for the end of the round.
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/// </summary>
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[DataField]
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public TimeSpan EndCheckDelay = TimeSpan.FromSeconds(30);
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/// <summary>
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/// After this amount of the crew become zombies, the shuttle will be automatically called.
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/// </summary>
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[DataField]
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public float ZombieShuttleCallPercentage = 0.7f;
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/// <summary>
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/// DeltaV - The behavior of the round if all zombies are defeated.
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/// </summary>
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public RoundEndBehavior ZombieRoundEndBehavior = RoundEndBehavior.BecomeSurvival;
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/// <summary>
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/// DeltaV - The amount of time before the evac shuttle will arrive if the ZombieRoundEndBehavior is set to ShuttleCall.
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/// </summary>
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public TimeSpan ZombieShuttleDelay = TimeSpan.FromMinutes(10);
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}
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