Files
tbd-station-14/Content.Server/Gateway/Components/GatewayGeneratorComponent.cs
metalgearsloth 816ee2e1ab Gateway destinations (#21040)
* Gateway generation

* Gateway stuff

* gatewehs

* mercenaries

* play area

* Range fixes and tweaks

* weh

* Gateway UI polish

* Lots of fixes

* Knock some items off

* Fix dungeon spawning

Realistically we should probably be using a salvage job.

* wahwah

* wehvs

* expression

* weh

* eee

* a

* a

* WEH

* frfr

* Gatwey

* Fix gateway windows

* Fix gateway windows

* a

* a

* Better layer masking

* a

* a

* Noise fixes

* a

* Fix fractal calculations

* a

* More fixes

* Fixes

* Add layers back in

* Fixes

* namespaces and ftl

* Other TODO

* Fix distance

* Cleanup

* Fix test
2023-11-14 19:23:40 -07:00

69 lines
1.6 KiB
C#

using Content.Shared.Parallax.Biomes.Markers;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Gateway.Components;
/// <summary>
/// Generates gateway destinations at a regular interval.
/// </summary>
[RegisterComponent]
public sealed partial class GatewayGeneratorComponent : Component
{
/// <summary>
/// Prototype to spawn on the generated map if applicable.
/// </summary>
[DataField]
public EntProtoId? Proto = "Gateway";
/// <summary>
/// Next time another seed unlocks.
/// </summary>
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextUnlock;
/// <summary>
/// How long it takes to unlock another destination once one is taken.
/// </summary>
[DataField]
public TimeSpan UnlockCooldown = TimeSpan.FromMinutes(45);
/// <summary>
/// Maps we've generated.
/// </summary>
[DataField]
public List<EntityUid> Generated = new();
[DataField]
public int MobLayerCount = 1;
/// <summary>
/// Mob layers to pick from.
/// </summary>
[DataField]
public List<ProtoId<BiomeMarkerLayerPrototype>> MobLayers = new()
{
"Carps",
"Xenos",
};
[DataField]
public int LootLayerCount = 3;
/// <summary>
/// Loot layers to pick from.
/// </summary>
public List<ProtoId<BiomeMarkerLayerPrototype>> LootLayers = new()
{
"OreTin",
"OreQuartz",
"OreGold",
"OreSilver",
"OrePlasma",
"OreUranium",
"OreBananium",
"OreArtifactFragment",
};
}