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* refmbcult * fixrule * minich * yeee * linter * somefixes * cultext&gamb * linterfix * fixtarot
45 lines
1.1 KiB
C#
45 lines
1.1 KiB
C#
using Content.Server.Blood.Cult;
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using Content.Shared.Blood.Cult;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules.Components;
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/// <summary>
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/// Stores data for <see cref="BloodCultRuleSystem"/> and <see cref="BloodCultSystem"/>.
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/// </summary>
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[RegisterComponent, Access(typeof(BloodCultRuleSystem), typeof(BloodCultSystem))]
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public sealed partial class BloodCultRuleComponent : Component
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{
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[DataField]
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public BloodCultGod? SelectedGod;
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[DataField]
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public BloodCultWinType WinType = BloodCultWinType.Neutral;
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[DataField]
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public List<BloodCultWinType> BloodCultWinCondition = new();
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[DataField]
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public HashSet<EntityUid> SelectedTargets = new();
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public EntProtoId ObjectivePrototype = "BloodCultTargetObjective";
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[DataField]
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public int Curses = 2;
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[DataField]
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public int Offerings = 3;
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[DataField] public bool FirstTriggered;
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[DataField] public bool SecondTriggered;
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[DataField] public bool RitualStage;
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}
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public enum BloodCultWinType : byte
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{
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GodCalled,
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RitualConducted,
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Neutral,
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CultLose
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}
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