Cargo Mail System (#35429)

* shitcode init

* biocoding, SpawnTableOnUse, Moving shit to shared

* server :(

* fixes

* ok works

* Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs

* Discard changes to Content.Shared/Forensics/Components/FingerprintMaskComponent.cs

* Discard changes to Content.Shared/Forensics/Components/FingerprintComponent.cs

* Discard changes to Content.Server/Forensics/Systems/ForensicsSystem.cs

* Discard changes to Content.Server/StationRecords/Systems/StationRecordsSystem.cs

* Discard changes to Content.Server/Storage/EntitySystems/SpawnItemsOnUseSystem.cs

* Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs

* big stuff

* preperation

* temperory spawning thing for testing

* Update CargoDeliveryDataComponent.cs

* kinda proper spawning idk god save me

* cleanup (kinda)

* preparation 2.0

* stuff i think

* entity table work

* renames

* spawn ratio based on players

* comment

* letter tables

* more spam

* package tables

* comment

* biocodedn't

* builds correctly

* cleaning

* Update deliveries_tables.yml

* labels

* package sprites

* mail teleporter

* revert testing value

* fix test

* fix other test

* i love tests

* mail teleporter enabled by default

* random cooldowns

* fixtures

* Discard changes to Content.Shared/FingerprintReader/FingerprintReaderComponent.cs

* Discard changes to Content.Shared/FingerprintReader/FingerprintReaderSystem.cs

* Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs

* Discard changes to Resources/Locale/en-US/fingerprint-reader/fingerprint-reader.ftl

* clean

* fuck paper scrap

* oops

* fuck SpawnTableOnUse

* mail teleporter board in QM locker + addressed review

* oops

* clean

* sound on delivery spawn

* address review

* partial review address

* partial review addressing

* addressing partial review

* pratarial revivew address

* misprediction hell

* stuff

* more stuff

* unrelated

* TODO

* link

* partial review

* DirtyField

---------

Co-authored-by: Milon <milonpl.git@proton.me>
This commit is contained in:
ScarKy0
2025-03-07 14:51:08 +01:00
committed by GitHub
parent 5c12c1bf08
commit 3281f408eb
51 changed files with 1438 additions and 9 deletions

View File

@@ -0,0 +1,51 @@
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Delivery;
/// <summary>
/// Component given to a station to indicate it can have deliveries spawn on it.
/// </summary>
[RegisterComponent, AutoGenerateComponentPause]
public sealed partial class CargoDeliveryDataComponent : Component
{
/// <summary>
/// The time at which the next delivery will spawn.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
public TimeSpan NextDelivery;
/// <summary>
/// Minimum cooldown after a delivery spawns.
/// </summary>
[DataField]
public TimeSpan MinDeliveryCooldown = TimeSpan.FromMinutes(3);
/// <summary>
/// Maximum cooldown after a delivery spawns.
/// </summary>
[DataField]
public TimeSpan MaxDeliveryCooldown = TimeSpan.FromMinutes(7);
/// <summary>
/// The ratio at which deliveries will spawn, based on the amount of people in the crew manifest.
/// 1 delivery per X players.
/// </summary>
[DataField]
public int PlayerToDeliveryRatio = 7;
/// <summary>
/// The minimum amount of deliveries that will spawn.
/// This is not per spawner unless DistributeRandomly is false.
/// </summary>
[DataField]
public int MinimumDeliverySpawn = 1;
/// <summary>
/// Should deliveries be randomly split between spawners?
/// If true, the amount of deliveries will be spawned randomly across all spawners.
/// If false, an amount of mail based on PlayerToDeliveryRatio will be spawned on all spawners.
/// </summary>
[DataField]
public bool DistributeRandomly = true;
}