* setup UI * setup debug data * graph control setup * reputation trade component * unlocking logic * smoe real reputation costing * remove sponsors part, add trading specific UI nodes * port to default pricing system * buy cooldown * fuck off trading cabinets * real good cooldown UI * Cool unlock sound * reputation earning * cool purchare sound * coin & sprite work * delete old guidebooks * cool purcharing VFX * better ui * victoria gardens * Update migration.yml * Update migration.yml * cooldown removed * contracts * Update migration.yml * remove CP14Material * materials appraise * food appraise * auto economy pricing system * alchemy reagents appraise * coins resprite * alchemy appraise 2 * modular weapon appraise * selling platform * Update PricingSystem.cs * Update CP14TradingPlatformSystem.cs * merchants returns + map update * Update CP14StationEconomySystem.Price.cs
25 lines
1.0 KiB
C#
25 lines
1.0 KiB
C#
using Content.Shared._CP14.Trading.Prototypes;
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using Content.Shared._CP14.Trading.Systems;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.Trading.Components;
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/// <summary>
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/// Reflects the entity's level of reputation, debts, and balance sheet in the “outside” world.
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/// Used for personal progression in trading systems
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(CP14SharedTradingPlatformSystem))]
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public sealed partial class CP14TradingReputationComponent : Component
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{
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/// <summary>
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/// is both a reputation counter for each faction and an indicator of whether that faction is unlocked for that player.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<ProtoId<CP14TradingFactionPrototype>, FixedPoint2> Reputation = new();
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[DataField, AutoNetworkedField]
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public HashSet<ProtoId<CP14TradingPositionPrototype>> UnlockedPositions = new();
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}
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