Predict vending machine UI (#33412)

This commit is contained in:
metalgearsloth
2025-03-02 13:47:52 +11:00
committed by GitHub
parent ba1504d0d6
commit a8ebcac5c9
15 changed files with 542 additions and 318 deletions

View File

@@ -1,19 +1,19 @@
using Content.Shared.Actions;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.VendingMachines
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
public sealed partial class VendingMachineComponent : Component
{
/// <summary>
/// PrototypeID for the vending machine's inventory, see <see cref="VendingMachineInventoryPrototype"/>
/// </summary>
// Okay so not using ProtoId here is load-bearing because the ProtoId serializer will log errors if the prototype doesn't exist.
[DataField("pack", customTypeSerializer: typeof(PrototypeIdSerializer<VendingMachineInventoryPrototype>), required: true)]
public string PackPrototypeId = string.Empty;
@@ -22,7 +22,7 @@ namespace Content.Shared.VendingMachines
/// Used by the client to determine how long the deny animation should be played.
/// </summary>
[DataField]
public float DenyDelay = 2.0f;
public TimeSpan DenyDelay = TimeSpan.FromSeconds(2);
/// <summary>
/// Used by the server to determine how long the vending machine stays in the "Eject" state.
@@ -30,23 +30,40 @@ namespace Content.Shared.VendingMachines
/// Used by the client to determine how long the deny animation should be played.
/// </summary>
[DataField]
public float EjectDelay = 1.2f;
public TimeSpan EjectDelay = TimeSpan.FromSeconds(1.2);
[DataField, AutoNetworkedField]
[DataField]
public Dictionary<string, VendingMachineInventoryEntry> Inventory = new();
[DataField, AutoNetworkedField]
[DataField]
public Dictionary<string, VendingMachineInventoryEntry> EmaggedInventory = new();
[DataField, AutoNetworkedField]
[DataField]
public Dictionary<string, VendingMachineInventoryEntry> ContrabandInventory = new();
[DataField, AutoNetworkedField]
/// <summary>
/// If true then unlocks the <see cref="ContrabandInventory"/>
/// </summary>
[DataField]
public bool Contraband;
public bool Ejecting;
public bool Denying;
public bool DispenseOnHitCoolingDown;
[ViewVariables]
public bool Ejecting => EjectEnd != null;
[ViewVariables]
public bool Denying => DenyEnd != null;
[ViewVariables]
public bool DispenseOnHitCoolingDown => DispenseOnHitEnd != null;
[DataField, AutoPausedField]
public TimeSpan? EjectEnd;
[DataField, AutoPausedField]
public TimeSpan? DenyEnd;
[DataField]
public TimeSpan? DispenseOnHitEnd;
public string? NextItemToEject;
@@ -55,7 +72,7 @@ namespace Content.Shared.VendingMachines
/// <summary>
/// When true, will forcefully throw any object it dispenses
/// </summary>
[DataField("speedLimiter")]
[DataField]
public bool CanShoot = false;
public bool ThrowNextItem = false;
@@ -64,14 +81,14 @@ namespace Content.Shared.VendingMachines
/// The chance that a vending machine will randomly dispense an item on hit.
/// Chance is 0 if null.
/// </summary>
[DataField("dispenseOnHitChance")]
[DataField]
public float? DispenseOnHitChance;
/// <summary>
/// The minimum amount of damage that must be done per hit to have a chance
/// of dispensing an item.
/// </summary>
[DataField("dispenseOnHitThreshold")]
[DataField]
public float? DispenseOnHitThreshold;
/// <summary>
@@ -80,13 +97,13 @@ namespace Content.Shared.VendingMachines
/// 0 for a vending machine for legitimate reasons (no desired delay/no eject animation)
/// and can be circumvented with forced ejections.
/// </summary>
[DataField("dispenseOnHitCooldown")]
public float? DispenseOnHitCooldown = 1.0f;
[DataField]
public TimeSpan? DispenseOnHitCooldown = TimeSpan.FromSeconds(1.0);
/// <summary>
/// Sound that plays when ejecting an item
/// </summary>
[DataField("soundVend")]
[DataField]
// Grabbed from: https://github.com/tgstation/tgstation/blob/d34047a5ae911735e35cd44a210953c9563caa22/sound/machines/machine_vend.ogg
public SoundSpecifier SoundVend = new SoundPathSpecifier("/Audio/Machines/machine_vend.ogg")
{
@@ -100,7 +117,7 @@ namespace Content.Shared.VendingMachines
/// <summary>
/// Sound that plays when an item can't be ejected
/// </summary>
[DataField("soundDeny")]
[DataField]
// Yoinked from: https://github.com/discordia-space/CEV-Eris/blob/35bbad6764b14e15c03a816e3e89aa1751660ba9/sound/machines/Custom_deny.ogg
public SoundSpecifier SoundDeny = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
@@ -108,10 +125,6 @@ namespace Content.Shared.VendingMachines
public float NonLimitedEjectRange = 5f;
public float EjectAccumulator = 0f;
public float DenyAccumulator = 0f;
public float DispenseOnHitAccumulator = 0f;
/// <summary>
/// The quality of the stock in the vending machine on spawn.
/// Represents the percentage chance (0.0f = 0%, 1.0f = 100%) each set of items in the machine is fully-stocked.
@@ -123,7 +136,7 @@ namespace Content.Shared.VendingMachines
/// <summary>
/// While disabled by EMP it randomly ejects items
/// </summary>
[DataField("nextEmpEject", customTypeSerializer: typeof(TimeOffsetSerializer))]
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextEmpEject = TimeSpan.Zero;
#region Client Visuals
@@ -131,28 +144,28 @@ namespace Content.Shared.VendingMachines
/// RSI state for when the vending machine is unpowered.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>
/// </summary>
[DataField("offState")]
[DataField]
public string? OffState;
/// <summary>
/// RSI state for the screen of the vending machine
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Screen"/>
/// </summary>
[DataField("screenState")]
[DataField]
public string? ScreenState;
/// <summary>
/// RSI state for the vending machine's normal state. Usually a looping animation.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
/// </summary>
[DataField("normalState")]
[DataField]
public string? NormalState;
/// <summary>
/// RSI state for the vending machine's eject animation.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
/// </summary>
[DataField("ejectState")]
[DataField]
public string? EjectState;
/// <summary>
@@ -160,14 +173,14 @@ namespace Content.Shared.VendingMachines
/// or looped depending on how <see cref="LoopDenyAnimation"/> is set.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
/// </summary>
[DataField("denyState")]
[DataField]
public string? DenyState;
/// <summary>
/// RSI state for when the vending machine is unpowered.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>
/// </summary>
[DataField("brokenState")]
[DataField]
public string? BrokenState;
/// <summary>
@@ -195,6 +208,13 @@ namespace Content.Shared.VendingMachines
ID = id;
Amount = amount;
}
public VendingMachineInventoryEntry(VendingMachineInventoryEntry entry)
{
Type = entry.Type;
ID = entry.ID;
Amount = entry.Amount;
}
}
[Serializable, NetSerializable]
@@ -206,13 +226,13 @@ namespace Content.Shared.VendingMachines
}
[Serializable, NetSerializable]
public enum VendingMachineVisuals
public enum VendingMachineVisuals : byte
{
VisualState
}
[Serializable, NetSerializable]
public enum VendingMachineVisualState
public enum VendingMachineVisualState : byte
{
Normal,
Off,
@@ -254,4 +274,22 @@ namespace Content.Shared.VendingMachines
{
};
[Serializable, NetSerializable]
public sealed class VendingMachineComponentState : ComponentState
{
public Dictionary<string, VendingMachineInventoryEntry> Inventory = new();
public Dictionary<string, VendingMachineInventoryEntry> EmaggedInventory = new();
public Dictionary<string, VendingMachineInventoryEntry> ContrabandInventory = new();
public bool Contraband;
public TimeSpan? EjectEnd;
public TimeSpan? DenyEnd;
public TimeSpan? DispenseOnHitEnd;
}
}