* Salvage Job Board * More development * Small boy * Computer yaml (partial) * UI * Rank unlock logic * Job label printing * appraisal tool integration * Jobs * add board to QM locker * boom! * command desc * mild rewording * ackh, mein pr ist brohken
64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
using Content.Shared.Cargo;
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using Content.Shared.Cargo.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Cargo.Components;
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/// <summary>
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/// Stores all active cargo bounties for a particular station.
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/// </summary>
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[RegisterComponent]
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public sealed partial class StationCargoBountyDatabaseComponent : Component
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{
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/// <summary>
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/// Maximum amount of bounties a station can have.
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/// </summary>
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[DataField]
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public int MaxBounties = 6;
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/// <summary>
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/// A list of all the bounties currently active for a station.
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/// </summary>
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[DataField]
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public List<CargoBountyData> Bounties = new();
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/// <summary>
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/// A list of all the bounties that have been completed or
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/// skipped for a station.
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/// </summary>
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[DataField]
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public List<CargoBountyHistoryData> History = new();
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/// <summary>
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/// Used to determine unique order IDs
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/// </summary>
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[DataField]
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public int TotalBounties;
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/// <summary>
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/// A list of bounty IDs that have been checked this tick.
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/// Used to prevent multiplying bounty prices.
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/// </summary>
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[DataField]
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public HashSet<string> CheckedBounties = new();
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/// <summary>
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/// The group that bounties are pulled from.
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/// </summary>
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[DataField]
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public ProtoId<CargoBountyGroupPrototype> Group = "StationBounty";
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/// <summary>
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/// The time at which players will be able to skip the next bounty.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextSkipTime = TimeSpan.Zero;
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/// <summary>
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/// The time between skipping bounties.
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/// </summary>
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[DataField]
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public TimeSpan SkipDelay = TimeSpan.FromMinutes(15);
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}
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