* feat: make vending machine restocks predicted * refactor: VendingMachineRestockComponent cleanup * refactor: minor simplification * revert: refactor: minor simplification; load bearing IsFirstTimePredicted lol second guessed myself * chore: unneeded VendingMachineSystem dep * Update Content.Shared/VendingMachines/VendingMachineComponent.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
using Content.Shared.DoAfter;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.VendingMachines;
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedVendingMachineSystem))]
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public sealed partial class VendingMachineRestockComponent : Component
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{
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/// <summary>
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/// The time (in seconds) that it takes to restock a machine.
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/// </summary>
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[DataField]
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public TimeSpan RestockDelay = TimeSpan.FromSeconds(5.0f);
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/// <summary>
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/// What sort of machine inventory does this restock?
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/// This is checked against the VendingMachineComponent's pack value.
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/// </summary>
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[DataField(customTypeSerializer: typeof(PrototypeIdHashSetSerializer<VendingMachineInventoryPrototype>))]
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public HashSet<string> CanRestock = [];
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/// <summary>
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/// Sound that plays when starting to restock a machine.
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/// </summary>
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[DataField]
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public SoundSpecifier SoundRestockStart = new SoundPathSpecifier("/Audio/Machines/vending_restock_start.ogg")
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{
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Params = new AudioParams
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{
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Volume = -2f,
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Variation = 0.2f
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}
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};
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/// <summary>
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/// Sound that plays when finished restocking a machine.
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/// </summary>
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[DataField]
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public SoundSpecifier SoundRestockDone = new SoundPathSpecifier("/Audio/Machines/vending_restock_done.ogg",
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AudioParams.Default.WithVolume(-2f).WithVariation(0.2f));
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}
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[Serializable, NetSerializable]
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public sealed partial class RestockDoAfterEvent : SimpleDoAfterEvent;
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