Expeditions rework (#18960)

This commit is contained in:
metalgearsloth
2023-09-19 22:52:01 +10:00
committed by GitHub
parent 86fa8ae180
commit 036b9ef74f
40 changed files with 774 additions and 1097 deletions

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@@ -0,0 +1,33 @@
using Content.Shared.Random;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Procedural.Loot;
/// <summary>
/// Randomly places loot in free areas inside the dungeon.
/// </summary>
public sealed partial class RandomSpawnsLoot : IDungeonLoot
{
[ViewVariables(VVAccess.ReadWrite), DataField("entries", required: true)]
public List<RandomSpawnLootEntry> Entries = new();
}
[DataDefinition]
public partial record struct RandomSpawnLootEntry : IBudgetEntry
{
[ViewVariables(VVAccess.ReadWrite), DataField("proto", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string Proto { get; set; } = string.Empty;
/// <summary>
/// Cost for this loot to spawn.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("cost")]
public float Cost { get; set; } = 1f;
/// <summary>
/// Unit probability for this entry. Weighted against the entire table.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("prob")]
public float Prob { get; set; } = 1f;
}

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@@ -1,6 +1,4 @@
using Content.Shared.Salvage;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Procedural.Loot;
@@ -17,14 +15,6 @@ public sealed class SalvageLootPrototype : IPrototype
/// </summary>
[DataField("guaranteed")] public bool Guaranteed;
[DataField("desc")] public string Description = string.Empty;
/// <summary>
/// Mission types this loot is not allowed to spawn for
/// </summary>
[DataField("blacklist")]
public List<SalvageMissionType> Blacklist = new();
/// <summary>
/// All of the loot rules
/// </summary>

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@@ -0,0 +1,36 @@
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural;
[Prototype("salvageDifficulty")]
public sealed class SalvageDifficultyPrototype : IPrototype
{
[IdDataField] public string ID { get; } = string.Empty;
/// <summary>
/// Color to be used in UI.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("color")]
public Color Color = Color.White;
/// <summary>
/// How much loot this difficulty is allowed to spawn.
/// </summary>
[DataField("lootBudget", required : true)]
public float LootBudget;
/// <summary>
/// How many mobs this difficulty is allowed to spawn.
/// </summary>
[DataField("mobBudget", required : true)]
public float MobBudget;
/// <summary>
/// Budget allowed for mission modifiers like no light, etc.
/// </summary>
[DataField("modifierBudget")]
public float ModifierBudget;
[DataField("recommendedPlayers", required: true)]
public int RecommendedPlayers;
}