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Smuggling posters are now random and NFSD gets rewarded for getting p…
…rints of posters and dead drops (#1667) * Changed the time between dead drops and distance * Removed deprecated GetMapEntityId for TryGetMap * Removed tags that match autogenereated ones and simplified new Color * Made the distance even smaller * Revert "Made the distance even smaller" This reverts commit a008ba6. * Added check to see how many dead drop components are nearby * Changed behaviour of dead drop posters and added all of the previous posters to the dead drop system * Posters are finally random, only one can be active per point of interest * Added a message of the drop pod location to the NSFD after 15 minutes and made the wait time faster for posters * Scanning activated dead drop posters gives 30k cash to NFSD and dead drop location is now said by NFSD Outpost * NFSD scanning objects on the dead drop will reward them with 60k spessos and functioned the code for giving rewards * Changed spessos rewards to FUC * The timer now resets for the current poster if it detects any other posters that are active nearby * Lowered the chance of posters appearing and thus being Dead Drops, made pirates have a 1/3 of knowing the smuggler's ship ID after 15 minutes and added a guidebook entry * Increased the MinimumCooldown to 15 minutes and NFSD now gets progressive hints at dead drop posters' locations * Syndicate Supply Ships are now limited to 5 and if more are spawned, the oldest one gets deleted. Also only detectives get rewards for scanning dead drops and their posters * Moved all of the radio strings to locale and additional comments * Forensic scanner system now tracks based on access level rather than role name, removed accidental file and added a 1/10 chance to spawn a syndicate mob in the dead drop. Also fixed some stuff from last commit * Removed the syndicate mob guy because he would step on mines and lose his gun after FTL * Changed the dead drop poster cooldown to 5-10 minutes but now only 2 can be active at a time * Random contraband generation, part one * Station dead drop config, generation * Forensics cartridge, nfsd uplink entry * forensic scanner, staton definitions * Missing/inconsistent localization strings * HardSuit->Hardsuit * A few more uplink fixes * Revise dead drop tracking, always payout, add $ * Prototype-based smuggling message passing * POI map fixes, revert health, remove MapInit * Logging, anchored items, no drops @ courthouse * Dead drop value fiddling, uplink rewrites * cleanup * CVARS! * Move prototype to Shared * Fix config, cleanup, random error in drop pod msgs * fix forensic printouts, dead drop spawn menu * separate speso/fuc reward prints * Min/Max delay to floats * DeadDropSystem: type fix * Fix pirate delay, NFSD delay: 14-16 mins * Random fax generator & event * Roundstart hint generation * Remove test dead drop hints * Bugfixes for dead drop hint gen * more paper! * Smuggling guidebook entry, remove unneeded sec pgs * More smoog crate value, c3 trade crates, debug * Better drop pod scanner rewards * DD writable VV field, fix crate parent * WindowedEvent fixes * event naming * Add time to dead drop notes * Freelancer->Freelance channel * PodLocation messages: fix precision for vectors * Disable shipyard sale component, tweak smoog param * Multiple faxes per event * fax and logic * security_uplink_catalog: forensic module 2->4 FUC --------- Co-authored-by: Dvir <[email protected]> Co-authored-by: Whatstone <[email protected]> Co-authored-by: Checkraze <[email protected]>
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namespace Content.Server._NF.Forensics; | ||
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[RegisterComponent] | ||
public sealed partial class ForensicsCartridgeComponent : Component; |
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...rver/_NF/GameTicking/Rules/VariationPass/Components/DeadDropHintVariationPassComponent.cs
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using Robust.Shared.Prototypes; | ||
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namespace Content.Server.GameTicking.Rules.VariationPass.Components; | ||
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/// <summary> | ||
/// This handles generating round-start dead drop hints. | ||
/// </summary> | ||
[RegisterComponent] | ||
public sealed partial class DeadDropHintVariationPassComponent : Component | ||
{ | ||
/// <summary> | ||
/// Chance that a potential hint will be generated on a table. | ||
/// Remember, the average number | ||
/// </summary> | ||
[DataField] | ||
public float HintSpawnChance = 0.02f; | ||
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/// <summary> | ||
/// The entity to spawn for a hint. | ||
/// </summary> | ||
[DataField] | ||
public EntProtoId HintSpawnPrototype = "PaperDeadDropHint"; | ||
} |
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...ent.Server/_NF/GameTicking/Rules/VariationPass/Systems/DeadDropHintVariationPassSystem.cs
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using Content.Server._NF.Smuggling.Components; | ||
using Content.Server.GameTicking.Rules.VariationPass.Components; | ||
using Content.Shared.Climbing.Components; | ||
using Content.Shared.Placeable; | ||
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namespace Content.Server.GameTicking.Rules.VariationPass; | ||
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/// <inheritdoc cref="DeadDropHintVariationPassComponent"/> | ||
public sealed class DeadDropHintVariationPass : VariationPassSystem<DeadDropHintVariationPassComponent> | ||
{ | ||
protected override void ApplyVariation(Entity<DeadDropHintVariationPassComponent> ent, ref StationVariationPassEvent args) | ||
{ | ||
if (HasComp<StationDeadDropHintExemptComponent>(args.Station)) | ||
return; | ||
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// Best query for table-like objects: bonkable filters out grills. | ||
var query = AllEntityQuery<BonkableComponent, PlaceableSurfaceComponent, TransformComponent>(); | ||
while (query.MoveNext(out var uid, out var _, out var _, out var xform)) | ||
{ | ||
if (!IsMemberOfStation((uid, xform), ref args)) | ||
continue; | ||
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var prob = Random.NextFloat(); | ||
if (prob < ent.Comp.HintSpawnChance) | ||
{ | ||
SpawnAttachedTo(ent.Comp.HintSpawnPrototype, xform.Coordinates); | ||
} | ||
} | ||
} | ||
} |
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namespace Content.Server._NF.GameTicking.Events; | ||
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/// <summary> | ||
/// Raised once all of the stations have been generated. | ||
/// </summary> | ||
public sealed class StationsGeneratedEvent : EntityEventArgs | ||
{ | ||
public StationsGeneratedEvent() | ||
{ | ||
} | ||
} |
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Content.Server/_NF/Smuggling/Components/ContrabandPodGridComponent.cs
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namespace Content.Server._NF.Smuggling.Components; | ||
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/// <summary> | ||
/// Denotes a grid that is brought in via a dead drop. | ||
/// </summary> | ||
[RegisterComponent] | ||
public sealed partial class ContrabandPodGridComponent : Component | ||
{ | ||
/// <summary> | ||
/// Maximum number of dead drops to spawn on the station. | ||
/// </summary> | ||
[DataField] | ||
public bool Scanned = false; | ||
} |
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