using Content.Shared.Radio;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server._DV.Mail.Components
{
///
/// This is for the mail teleporter.
/// Random mail will be teleported to this every few minutes.
///
[RegisterComponent]
public sealed partial class MailTeleporterComponent : Component
{
// Not starting accumulator at 0 so mail carriers have some deliveries to make shortly after roundstart.
[DataField]
public float Accumulator = 285f;
[DataField]
public TimeSpan TeleportInterval = TimeSpan.FromMinutes(5);
///
/// The sound that's played when new mail arrives.
///
[DataField]
public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
///
/// The MailDeliveryPoolPrototype that's used to select what mail this
/// teleporter can deliver.
///
[DataField]
public string MailPool = "RandomDeltaVMailDeliveryPool"; // Frontier / DeltaV: Mail rework
///
/// Imp. Whether or not the telepad should output a message upon recieving mail.
///
[DataField]
public bool RadioNotification = false;
[DataField]
public LocId ShipmentReceivedMessage = "mail-received-message";
[DataField]
public ProtoId RadioChannel = "Supply";
///
/// How many mail candidates do we need per actual delivery sent when
/// the mail goes out? The number of candidates is divided by this number
/// to determine how many deliveries will be teleported in.
/// It does not determine unique recipients. That is random.
///
[DataField]
public int CandidatesPerDelivery = 8;
[DataField]
public int MinimumDeliveriesPerTeleport = 1;
///
/// Do not teleport any more mail in, if there are at least this many
/// undelivered parcels.
///
///
/// Currently this works by checking how many MailComponent entities
/// are sitting on the teleporter's tile.
///
/// It should be noted that if the number of actual deliveries to be
/// made based on the number of candidates divided by candidates per
/// delivery exceeds this number, the teleporter will spawn more mail
/// than this number.
///
/// This is just a simple check to see if anyone's been picking up the
/// mail lately to prevent entity bloat for the sake of performance.
///
[DataField]
public int MaximumUndeliveredParcels = 5;
///
/// 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;
///
/// What's the bonus for delivering a fragile package intact?
///
[DataField]
public int FragileBonus = 100;
///
/// What's the malus for failing to deliver a fragile package?
///
[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;
// Frontier: Large mail
///
/// What's the bonus for delivering a large package intact?
///
[DataField]
public int LargeBonus = 1500; // DeltaV; 5000 to 1500
///
/// What's the malus for failing to deliver a large package?
///
[DataField]
public int LargeMalus = -500; // DeltaV; -250 to -500
// End Frontier: Large mail
}
}