* dehardcode nodeTreeControl part 1 * finish * demiplane map system setup * link map entity with station data! * random demiplane map generation * redesign demiplane map node tree * center * map generate v2 * location generation * modifier generation * missing location icons * ui polish * data refactor * fix line color * ejectabling * split demiplane component into two * blocker attempt * revoking * fix frontier calculation * dimensit * demiplane core room spawning * demiplane cool destruction * Update round_end.yml * progression works now! * Update CP14NodeTree.cs * Update CP14NodeTree.cs * documentation pass * fix abusing, some balance pass * demiplane naming fix * см * location names * delete old keys * Update buy.yml * Update migration.yml * fix guidebook * Update misc.yml * Update misc.yml
24 lines
787 B
C#
24 lines
787 B
C#
using Content.Shared._CP14.Demiplane.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.Server._CP14.Demiplane.Components;
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/// <summary>
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/// Fills the DemiplaneDataComponent with random modifiers and location
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/// </summary>
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[RegisterComponent, Access(typeof(CP14DemiplaneSystem))]
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public sealed partial class CP14DemiplaneRandomGeneratorComponent : Component
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{
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[DataField]
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public bool OverrideLocation = false;
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/// <summary>
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/// Demiplane Difficulty Level. By design, the plan so far is for a framework of 1 to 10, but technically could support more.
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/// </summary>
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[DataField(required: true)]
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public int Level = 1;
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[DataField(required: true)]
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public Dictionary<ProtoId<CP14DemiplaneModifierCategoryPrototype>, float> Limits = new();
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}
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