* simple expedition generation * add simple test key * expedition map component * some funny procedural testing * refactor expeditions from planetbiome to islanddungeons * some work * fix: grid dungeon, not map planet dungeon * unhardcode map components * finish T1 expedition generation * Update preset.yml * indestructable stone * mob water occlusion * caves T1 expedition * Update CP14SpawnExpeditionJob.cs * Delete shared MissionParams * rename to demiplans * pass mapid into job * demiplan connections * demiplan exits * random entry points * Update config.yml * some cleanup and renaming * radius one-time teleport * rename connections to exitPoint * merge entry and exit point into rift component * demipan closing - all rifts deletion * demiplanEEEEEE * fixes * delete floating visuals * Update CP14DemiplaneTravelingSystem.cs * intro and outro demiplan music * rift cores and flashing * pulling support * pulling fix + generatordata fix? * auto destrot demiplans??
30 lines
993 B
C#
30 lines
993 B
C#
namespace Content.Shared._CP14.Demiplane.Components;
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/// <summary>
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/// An entity that is the link between the demiplane and the real world. Depending on whether it is in the real world or in the demiplane
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/// </summary>
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[RegisterComponent, Access(typeof(CP14SharedDemiplaneSystem))]
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public sealed partial class CP14DemiplaneRiftComponent : Component
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{
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField]
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public Entity<CP14DemiplaneComponent>? Demiplan;
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/// <summary>
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/// Checks if the map on which this rift is initialized is a demiplane to automatically bind to it. QoL thing.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField]
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public bool TryAutoLinkToMap = true;
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/// <summary>
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/// will this rift become one of the random entry or exit points of the demiplane
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField]
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public bool ActiveTeleport = true;
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[DataField]
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public bool DeleteAfterDisconnect = true;
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}
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