Cargo Bounties (#17344)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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Content.Shared/Cargo/Prototypes/CargoBountyPrototype.cs
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60
Content.Shared/Cargo/Prototypes/CargoBountyPrototype.cs
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Cargo.Prototypes;
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/// <summary>
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/// This is a prototype for a cargo bounty, a set of items
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/// that must be sold together in a labeled container in order
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/// to receive a monetary reward.
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/// </summary>
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[Prototype("cargoBounty"), Serializable, NetSerializable]
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public sealed class CargoBountyPrototype : IPrototype
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{
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/// <inheritdoc/>
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[IdDataField]
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public string ID { get; } = default!;
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/// <summary>
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/// The monetary reward for completing the bounty
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/// </summary>
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[DataField("reward", required: true)]
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public readonly int Reward;
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/// <summary>
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/// A description for flava purposes.
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/// </summary>
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[DataField("description")]
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public readonly string Description = string.Empty;
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/// <summary>
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/// The entries that must be satisfied for the cargo bounty to be complete.
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/// </summary>
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[DataField("entries", required: true)]
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public readonly List<CargoBountyItemEntry> Entries = new();
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}
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[DataDefinition, Serializable, NetSerializable]
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public readonly record struct CargoBountyItemEntry()
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{
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/// <summary>
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/// A whitelist for determining what items satisfy the entry.
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/// </summary>
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[DataField("whitelist", required: true)]
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public readonly EntityWhitelist Whitelist = default!;
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// todo: implement some kind of simple generic condition system
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/// <summary>
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/// How much of the item must be present to satisfy the entry
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/// </summary>
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[DataField("amount")]
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public readonly int Amount = 1;
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/// <summary>
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/// A player-facing name for the item.
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/// </summary>
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[DataField("name")]
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public readonly string Name = string.Empty;
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}
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