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using Content.Shared.Mail; | ||
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namespace Content.Client.Mail | ||
{ | ||
[RegisterComponent] | ||
public sealed partial class MailComponent : SharedMailComponent | ||
{} | ||
} |
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using Robust.Client.GameObjects; | ||
using Content.Shared.Mail; | ||
using Content.Shared.StatusIcon; | ||
using Content.Shared.StatusIcon.Components; | ||
using FastAccessors; | ||
using Robust.Client.State; | ||
using Robust.Shared.Prototypes; | ||
using Robust.Shared.Utility; | ||
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namespace Content.Client.Mail | ||
{ | ||
/// <summary> | ||
/// Display a cool stamp on the parcel based on the job of the recipient. | ||
/// </summary> | ||
/// <remarks> | ||
/// GenericVisualizer is not powerful enough to handle setting a string on | ||
/// visual data then directly relaying that string to a layer's state. | ||
/// I.e. there is nothing like a regex capture group for visual data. | ||
/// | ||
/// Hence why this system exists. | ||
/// | ||
/// To do this with GenericVisualizer would require a separate condition | ||
/// for every job value, which would be extra mess to maintain. | ||
/// | ||
/// It would look something like this, multipled a couple dozen times. | ||
/// | ||
/// enum.MailVisuals.JobIcon: | ||
/// enum.MailVisualLayers.JobStamp: | ||
/// StationEngineer: | ||
/// state: StationEngineer | ||
/// SecurityOfficer: | ||
/// state: SecurityOfficer | ||
/// </remarks> | ||
public sealed class MailJobVisualizerSystem : VisualizerSystem<MailComponent> | ||
{ | ||
protected override void OnAppearanceChange(EntityUid uid, MailComponent component, ref AppearanceChangeEvent args) | ||
{ | ||
if (args.Sprite == null) | ||
return; | ||
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if (args.Component.TryGetData(MailVisuals.JobIcon, out string job)) | ||
{ | ||
job = job.Substring(7); // :clueless: | ||
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args.Sprite.LayerSetState(MailVisualLayers.JobStamp, job); | ||
} | ||
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} | ||
} | ||
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public enum MailVisualLayers : byte | ||
{ | ||
Icon, | ||
Lock, | ||
FragileStamp, | ||
JobStamp, | ||
PriorityTape, | ||
Breakage, | ||
} | ||
} |
108 changes: 108 additions & 0 deletions
108
Content.Server/Nyanotrasen/Mail/Components/MailComponent.cs
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using System.Threading; | ||
using Robust.Shared.Audio; | ||
using Content.Shared.Storage; | ||
using Content.Shared.Mail; | ||
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namespace Content.Server.Mail.Components | ||
{ | ||
[RegisterComponent] | ||
public sealed partial class MailComponent : SharedMailComponent | ||
{ | ||
[ViewVariables(VVAccess.ReadWrite)] | ||
[DataField("recipient")] | ||
public string Recipient = "None"; | ||
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[ViewVariables(VVAccess.ReadWrite)] | ||
[DataField("recipientJob")] | ||
public string RecipientJob = "None"; | ||
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// Why do we not use LockComponent? | ||
// Because this can't be locked again, | ||
// and we have special conditions for unlocking, | ||
// and we don't want to add a verb. | ||
[ViewVariables(VVAccess.ReadWrite)] | ||
[DataField("isLocked")] | ||
public bool IsLocked = true; | ||
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/// <summary> | ||
/// Is this parcel profitable to deliver for the station? | ||
/// </summary> | ||
/// <remarks> | ||
/// The station won't receive any award on delivery if this is false. | ||
/// This is useful for broken fragile packages and packages that were | ||
/// not delivered in time. | ||
/// </remarks> | ||
[DataField("isProfitable")] | ||
public bool IsProfitable = true; | ||
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/// <summary> | ||
/// Is this package considered fragile? | ||
/// </summary> | ||
/// <remarks> | ||
/// This can be set to true in the YAML files for a mail delivery to | ||
/// always be Fragile, despite its contents. | ||
/// </remarks> | ||
[DataField("isFragile")] | ||
public bool IsFragile = false; | ||
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/// <summary> | ||
/// Is this package considered priority mail? | ||
/// </summary> | ||
/// <remarks> | ||
/// There will be a timer set for its successful delivery. The | ||
/// station's bank account will be penalized if it is not delivered on | ||
/// time. | ||
/// | ||
/// This is set to false on successful delivery. | ||
/// | ||
/// This can be set to true in the YAML files for a mail delivery to | ||
/// always be Priority. | ||
/// </remarks> | ||
[DataField("isPriority")] | ||
public bool IsPriority = false; | ||
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/// <summary> | ||
/// What will be packaged when the mail is spawned. | ||
/// </summary> | ||
[DataField("contents")] | ||
public List<EntitySpawnEntry> Contents = new(); | ||
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/// <summary> | ||
/// The amount that cargo will be awarded for delivering this mail. | ||
/// </summary> | ||
[DataField("bounty")] | ||
public int Bounty = 750; | ||
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/// <summary> | ||
/// Penalty if the mail is destroyed. | ||
/// </summary> | ||
[DataField("penalty")] | ||
public int Penalty = -250; | ||
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/// <summary> | ||
/// The sound that's played when the mail's lock is broken. | ||
/// </summary> | ||
[DataField("penaltySound")] | ||
public SoundSpecifier PenaltySound = new SoundPathSpecifier("/Audio/Machines/Nuke/angry_beep.ogg"); | ||
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/// <summary> | ||
/// The sound that's played when the mail's opened. | ||
/// </summary> | ||
[DataField("openSound")] | ||
public SoundSpecifier OpenSound = new SoundPathSpecifier("/Audio/Effects/packetrip.ogg"); | ||
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/// <summary> | ||
/// The sound that's played when the mail's lock has been emagged. | ||
/// </summary> | ||
[DataField("emagSound")] | ||
public SoundSpecifier EmagSound = new SoundCollectionSpecifier("sparks"); | ||
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/// <summary> | ||
/// Whether this component is enabled. | ||
/// Removed when it becomes trash. | ||
/// </summary> | ||
public bool IsEnabled = true; | ||
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public CancellationTokenSource? priorityCancelToken; | ||
} | ||
} |
6 changes: 6 additions & 0 deletions
6
Content.Server/Nyanotrasen/Mail/Components/MailReceiverComponent.cs
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namespace Content.Server.Mail.Components | ||
{ | ||
[RegisterComponent] | ||
public sealed partial class MailReceiverComponent : Component | ||
{} | ||
} |
108 changes: 108 additions & 0 deletions
108
Content.Server/Nyanotrasen/Mail/Components/MailTeleporterComponent.cs
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using Robust.Shared.Audio; | ||
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namespace Content.Server.Mail.Components | ||
{ | ||
/// <summary> | ||
/// This is for the mail teleporter. | ||
/// Random mail will be teleported to this every few minutes. | ||
/// </summary> | ||
[RegisterComponent] | ||
public sealed partial class MailTeleporterComponent : Component | ||
{ | ||
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// Not starting accumulator at 0 so mail carriers have some deliveries to make shortly after roundstart. | ||
[DataField("accumulator")] | ||
public float Accumulator = 285f; | ||
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[DataField("teleportInterval")] | ||
public TimeSpan TeleportInterval = TimeSpan.FromMinutes(5); | ||
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/// <summary> | ||
/// The sound that's played when new mail arrives. | ||
/// </summary> | ||
[DataField("teleportSound")] | ||
public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg"); | ||
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/// <summary> | ||
/// The MailDeliveryPoolPrototype that's used to select what mail this | ||
/// teleporter can deliver. | ||
/// </summary> | ||
[DataField("mailPool")] | ||
public string MailPool = "RandomMailDeliveryPool"; | ||
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/// <summary> | ||
/// How many mail candidates do we need per actual delivery sent when | ||
/// the mail goes out? The number of candidates is divided by this number | ||
/// to determine how many deliveries will be teleported in. | ||
/// It does not determine unique recipients. That is random. | ||
/// </summary> | ||
[DataField("candidatesPerDelivery")] | ||
public int CandidatesPerDelivery = 8; | ||
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[DataField("minimumDeliveriesPerTeleport")] | ||
public int MinimumDeliveriesPerTeleport = 1; | ||
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/// <summary> | ||
/// Do not teleport any more mail in, if there are at least this many | ||
/// undelivered parcels. | ||
/// </summary> | ||
/// <remarks> | ||
/// Currently this works by checking how many MailComponent entities | ||
/// are sitting on the teleporter's tile. | ||
/// | ||
/// It should be noted that if the number of actual deliveries to be | ||
/// made based on the number of candidates divided by candidates per | ||
/// delivery exceeds this number, the teleporter will spawn more mail | ||
/// than this number. | ||
/// | ||
/// This is just a simple check to see if anyone's been picking up the | ||
/// mail lately to prevent entity bloat for the sake of performance. | ||
/// </remarks> | ||
[DataField("maximumUndeliveredParcels")] | ||
public int MaximumUndeliveredParcels = 5; | ||
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/// <summary> | ||
/// Any item that breaks or is destroyed in less than this amount of | ||
/// damage is one of the types of items considered fragile. | ||
/// </summary> | ||
[DataField("fragileDamageThreshold")] | ||
public int FragileDamageThreshold = 10; | ||
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/// <summary> | ||
/// What's the bonus for delivering a fragile package intact? | ||
/// </summary> | ||
[DataField("fragileBonus")] | ||
public int FragileBonus = 100; | ||
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/// <summary> | ||
/// What's the malus for failing to deliver a fragile package? | ||
/// </summary> | ||
[DataField("fragileMalus")] | ||
public int FragileMalus = -100; | ||
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/// <summary> | ||
/// What's the chance for any one delivery to be marked as priority mail? | ||
/// </summary> | ||
[DataField("priorityChance")] | ||
public float PriorityChance = 0.1f; | ||
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/// <summary> | ||
/// How long until a priority delivery is considered as having failed | ||
/// if not delivered? | ||
/// </summary> | ||
[DataField("priorityDuration")] | ||
public TimeSpan priorityDuration = TimeSpan.FromMinutes(5); | ||
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/// <summary> | ||
/// What's the bonus for delivering a priority package on time? | ||
/// </summary> | ||
[DataField("priorityBonus")] | ||
public int PriorityBonus = 250; | ||
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/// <summary> | ||
/// What's the malus for failing to deliver a priority package? | ||
/// </summary> | ||
[DataField("priorityMalus")] | ||
public int PriorityMalus = -250; | ||
} | ||
} |
9 changes: 9 additions & 0 deletions
9
Content.Server/Nyanotrasen/Mail/Components/StationMailRouterComponent.cs
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namespace Content.Server.Mail; | ||
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/// <summary> | ||
/// Designates a station as a place for sending and receiving mail. | ||
/// </summary> | ||
[RegisterComponent] | ||
public sealed partial class StationMailRouterComponent : Component | ||
{ | ||
} |
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