salvage points shop (#2510)

* add conscription bag

* add gar mesons

* remove salvage vendor restock

* add code for shop vendors

* make salvage vendor a shop vendor

* ui fixes

* :trollface:

* update locker and vendor inventory

* add mining hardsuit for 3k

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2024-12-27 03:06:17 +00:00
committed by tommy
parent 1c2f200762
commit f42c2ae11b
24 changed files with 855 additions and 26 deletions

View File

@@ -0,0 +1,96 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.DeltaV.VendingMachines;
/// <summary>
/// A vending machine that sells items for a currency controlled by events.
/// Does not need restocking.
/// Another component must handle <see cref="ShopVendorBalanceEvent"/> and <see cref="ShopVendorPurchaseEvent"/> to work.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedShopVendorSystem))]
[AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class ShopVendorComponent : Component
{
/// <summary>
/// The inventory prototype to sell.
/// </summary>
[DataField(required: true)]
public ProtoId<ShopInventoryPrototype> Pack;
[DataField, AutoNetworkedField]
public bool Broken;
[DataField, AutoNetworkedField]
public bool Denying;
/// <summary>
/// Item being ejected, or null if it isn't.
/// </summary>
[DataField, AutoNetworkedField]
public EntProtoId? Ejecting;
/// <summary>
/// How long to wait before flashing denied again.
/// </summary>
[DataField]
public TimeSpan DenyDelay = TimeSpan.FromSeconds(2);
/// <summary>
/// How long to wait before another item can be bought
/// </summary>
[DataField]
public TimeSpan EjectDelay = TimeSpan.FromSeconds(1.2);
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextDeny;
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextEject;
[DataField]
public SoundSpecifier PurchaseSound = new SoundPathSpecifier("/Audio/Machines/machine_vend.ogg")
{
Params = new AudioParams
{
Volume = -4f,
Variation = 0.15f
}
};
[DataField]
public SoundSpecifier DenySound = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg")
{
Params = new AudioParams
{
Volume = -2f
}
};
#region Visuals
[DataField]
public bool LoopDenyAnimation = true;
[DataField]
public string? OffState;
[DataField]
public string? ScreenState;
[DataField]
public string? NormalState;
[DataField]
public string? DenyState;
[DataField]
public string? EjectState;
[DataField]
public string? BrokenState;
#endregion
}