Initial delivery balance changes (#35728)
* init * small balance * guess not * Update Content.Server/Delivery/CargoDeliveryDataComponent.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -32,7 +32,7 @@ public sealed partial class CargoDeliveryDataComponent : Component
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/// 1 delivery per X players.
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/// </summary>
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[DataField]
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public int PlayerToDeliveryRatio = 7;
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public float PlayerToDeliveryRatio = 7f;
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/// <summary>
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/// The minimum amount of deliveries that will spawn.
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@@ -59,9 +59,14 @@ public sealed partial class DeliverySystem
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if (spawners.Count == 0)
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return;
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// Skip if there's nobody in crew manifest
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if (records.Records.Keys.Count == 0)
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return;
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// We take the amount of mail calculated based on player amount or the minimum, whichever is higher.
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// We don't want stations with less than the player ratio to not get mail at all
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var deliveryCount = Math.Max(records.Records.Keys.Count / ent.Comp.PlayerToDeliveryRatio, ent.Comp.MinimumDeliverySpawn);
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var initialDeliveryCount = (int)Math.Ceiling(records.Records.Keys.Count / ent.Comp.PlayerToDeliveryRatio);
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var deliveryCount = Math.Max(initialDeliveryCount, ent.Comp.MinimumDeliverySpawn);
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if (!ent.Comp.DistributeRandomly)
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{
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@@ -74,7 +74,7 @@
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- type: Item
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size: Huge
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- type: Delivery
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spesoReward: 1000
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spesoReward: 800
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- type: EntityTableContainerFill
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containers:
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delivery: !type:NestedSelector
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@@ -113,7 +113,7 @@
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- type: Item
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storedRotation: 90
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- type: Delivery
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spesoReward: 500
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spesoReward: 400
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- type: EntityTableContainerFill
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containers:
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delivery: !type:NestedSelector
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