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crystall-punk-14/Content.Server/GameTicking/Components/GameRuleComponent.cs

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using Content.Server.Destructible.Thresholds;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.GameTicking.Components;
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/// <summary>
/// Component attached to all gamerule entities.
/// Used to both track the entity as well as store basic data
/// </summary>
[RegisterComponent]
public sealed partial class GameRuleComponent : Component
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{
/// <summary>
/// Game time when game rule was activated
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan ActivatedAt;
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/// <summary>
/// The minimum amount of players needed for this game rule.
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/// </summary>
[DataField]
public int MinPlayers;
/// <summary>
/// A delay for when the rule the is started and when the starting logic actually runs.
/// </summary>
[DataField]
public MinMax? Delay;
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}
/// <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);