* 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>
69 lines
2.0 KiB
C#
69 lines
2.0 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Delivery;
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/// <summary>
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/// Component given to deliveries.
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/// Means the entity is a delivery, which upon opening will grant a reward to cargo.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true)]
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public sealed partial class DeliveryComponent : Component
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{
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/// <summary>
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/// Whether this delivery has been opened before.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IsOpened;
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/// <summary>
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/// Whether this delivery is still locked using the fingerprint reader.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool IsLocked = true;
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/// <summary>
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/// The amount of spesos that gets added to the station bank account on unlock.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int SpesoReward = 500;
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/// <summary>
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/// The name of the recipient of this delivery.
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/// Used for the examine text.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? RecipientName;
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/// <summary>
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/// The job of the recipient of this delivery.
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/// Used for the examine text.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string? RecipientJobTitle;
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/// <summary>
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/// The EntityUid of the station this delivery was spawned on.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? RecipientStation;
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/// <summary>
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/// The sound to play when the delivery is unlocked.
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/// </summary>
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[DataField]
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public SoundSpecifier? UnlockSound = new SoundCollectionSpecifier("DeliveryUnlockSounds", AudioParams.Default.WithVolume(-10));
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/// <summary>
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/// The sound to play when the delivery is opened.
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/// </summary>
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[DataField]
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public SoundSpecifier? OpenSound = new SoundCollectionSpecifier("DeliveryOpenSounds");
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/// <summary>
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/// The container with all the contents of the delivery.
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/// </summary>
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[DataField]
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public string Container = "delivery";
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}
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