using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Delivery;
///
/// Component given to a station to indicate it can have deliveries spawn on it.
///
[RegisterComponent, AutoGenerateComponentPause]
public sealed partial class CargoDeliveryDataComponent : Component
{
///
/// The time at which the next delivery will spawn.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
public TimeSpan NextDelivery;
///
/// Minimum cooldown after a delivery spawns.
///
[DataField]
public TimeSpan MinDeliveryCooldown = TimeSpan.FromMinutes(3);
///
/// Maximum cooldown after a delivery spawns.
///
[DataField]
public TimeSpan MaxDeliveryCooldown = TimeSpan.FromMinutes(7);
///
/// The ratio at which deliveries will spawn, based on the amount of people in the crew manifest.
/// 1 delivery per X players.
///
[DataField]
public int PlayerToDeliveryRatio = 7;
///
/// The minimum amount of deliveries that will spawn.
/// This is not per spawner unless DistributeRandomly is false.
///
[DataField]
public int MinimumDeliverySpawn = 1;
///
/// Any item that breaks or is destroyed in less than this amount of
/// damage is one of the types of items considered fragile.
///
[DataField]
public int FragileDamageThreshold = 10;
///
/// Bonus for delivering a fragile package intact.
///
[DataField]
public int FragileBonus = 100;
///
/// Malus for failing to deliver a fragile package intact.
///
[DataField]
public int FragileMalus = -100;
///
/// What's the chance for any one delivery to be marked as priority mail?
///
[DataField]
public float PriorityChance = 0.1f;
///
/// How long until a priority delivery is considered as having failed
/// if not delivered?
///
[DataField]
public TimeSpan PriorityDuration = TimeSpan.FromMinutes(5);
///
/// What's the bonus for delivering a priority package on time?
///
[DataField]
public int PriorityBonus = 250;
///
/// What's the malus for failing to deliver a priority package?
///
[DataField]
public int PriorityMalus = -250;
///
/// Should deliveries be randomly split between spawners?
/// If true, the amount of deliveries will be spawned randomly across all spawners.
/// If false, an amount of mail based on PlayerToDeliveryRatio will be spawned on all spawners.
///
[DataField]
public bool DistributeRandomly = true;
}