Files
crystall-punk-14/Content.Server/Gateway/Components/GatewayGeneratorComponent.cs
metalgearsloth fe7b96147c Biome rework (#37735)
* DungeonData rework

Back to fields, serializes better, just make new layers dumby.

* wawawewa

* Fix this

* Fixes

* Port the work over

* wawawewa

* zoom

* Kinda workin

* Adjust wawa

* Unloading work

* Ore + entitytable fixes

Iterate every dungeon not just last.

* Big shot

* wawawewa

* Fixes

* true

* Fixes

# Conflicts:
#	Content.Server/Procedural/DungeonJob/DungeonJob.cs

* wawawewa

* Fixes

* Fix

* Lot of work

* wawawewa

* Fixing

* eh?

* a

* Fix a heap of stuff

* Better ignored check

* Reserve tile changes

* biome

* changes

* wawawewa

* Fixes & snow

* Shadow fixes

* wawawewa

* smol

* Add layer API

* More work

* wawawewa

* Preloads and running again

* wawawewa

* Modified

* Replacements and command

* Runtime support

* werk

* Fix expeds + dungeon alltiles

* reh

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2025-07-03 00:36:06 -04:00

70 lines
1.7 KiB
C#

using Content.Shared.Procedural;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Gateway.Components;
/// <summary>
/// Generates gateway destinations at a regular interval.
/// </summary>
[RegisterComponent, AutoGenerateComponentPause]
public sealed partial class GatewayGeneratorComponent : Component
{
/// <summary>
/// Prototype to spawn on the generated map if applicable.
/// </summary>
[DataField]
public EntProtoId? Proto = "Gateway";
/// <summary>
/// Next time another seed unlocks.
/// </summary>
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextUnlock;
/// <summary>
/// How long it takes to unlock another destination once one is taken.
/// </summary>
[DataField]
public TimeSpan UnlockCooldown = TimeSpan.FromMinutes(75);
/// <summary>
/// Maps we've generated.
/// </summary>
[DataField]
public List<EntityUid> Generated = new();
[DataField]
public int MobLayerCount = 1;
/// <summary>
/// Mob layers to pick from.
/// </summary>
[DataField]
public List<ProtoId<DungeonConfigPrototype>> MobLayers = new()
{
"Carps",
"Xenos",
};
[DataField]
public int LootLayerCount = 3;
/// <summary>
/// Loot layers to pick from.
/// </summary>
public List<ProtoId<DungeonConfigPrototype>> LootLayers = new()
{
"OreIron",
"OreQuartz",
"OreGold",
"OreSilver",
"OrePlasma",
"OreUranium",
"OreBananium",
"OreArtifactFragment",
};
}