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