47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server._DV.GameTicking.Rules.Components;
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/// <summary>
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/// Delays adding components to the antags of a gamerule until some time has passed.
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/// </summary>
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/// <remarks>
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/// This is used for the zombies gamemode so that new players don't hit the funny button immediately and ruin anyone else's plans.
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/// </remarks>
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[RegisterComponent, Access(typeof(DelayedRuleSystem))]
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[AutoGenerateComponentPause]
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public sealed partial class DelayedRuleComponent : Component
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{
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/// <summary>
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/// The players must wait this length of time before <see cref="DelayedComponents"/> gets added.
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/// If they are somehow found out and get gibbed/cremated/etc before this delay is up they will not turn.
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/// </summary>
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[DataField(required: true)]
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public TimeSpan Delay;
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/// <summary>
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/// Whether to skip the delay if there is only 1 antag selected.
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/// </summary>
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[DataField]
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public bool IgnoreSolo;
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/// <summary>
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/// When the <see cref="Delay"/> will end.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
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public TimeSpan DelayEnds;
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/// <summary>
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/// The components to add to each player's mob once the delay ends.
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/// </summary>
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[DataField(required: true)]
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public ComponentRegistry DelayedComponents = new();
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/// <summary>
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/// Popup to show when the delay ends.
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/// </summary>
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[DataField(required: true)]
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public LocId EndedPopup;
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}
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