Namespace Content.Server.GameTicking.Rules.Components
Classes
ActiveGameRuleComponent
Added to game rules before Content.Server.GameTicking.Rules.Components.GameRuleStartedEvent and removed before Content.Server.GameTicking.Rules.Components.GameRuleEndedEvent. Mutually exclusive with EndedGameRuleComponent.
DeathMatchRuleComponent
Gamerule that ends when a player gets a certain number of kills.
EndedGameRuleComponent
Added to game rules before Content.Server.GameTicking.Rules.Components.GameRuleEndedEvent. Mutually exclusive with ActiveGameRuleComponent.
GameRuleComponent
Component attached to all gamerule entities. Used to both track the entity as well as store basic data
GenericAntagRuleComponent
Gamerule for simple antagonists that have fixed objectives.
InactivityRuleComponent
Gamerule that ends the round after a period of inactivity.
KillCalloutRuleComponent
This is used for a rule that announces kills globally.
MaxTimeRestartRuleComponent
Configures the InactivityTimeRestartRuleSystem game rule.
NinjaRuleComponent
NukeOperativeComponent
This is used for tagging a mob as a nuke operative.
NukeOperativeSpawnerComponent
This is used for tagging a spawn point as a nuke operative spawn point and providing loadout + name for the operative on spawn. TODO: Remove once systems can request spawns from the ghost role system directly.
NukeopsRuleComponent
NukeOpsShuttleComponent
Tags grid as nuke ops shuttle
PiratesRuleComponent
RespawnDeadRuleComponent
This is used for gamemodes that automatically respawn players when they're no longer alive.
RespawnTrackerComponent
This is used for globally tracking players that need to be respawned. Used on gamerule entities.
RevolutionaryRuleComponent
Component for the RevolutionaryRuleSystem that stores info about winning/losing, player counts required for starting, as well as prototypes for Revolutionaries and their gear.