* Several small sfx tweaks * fix small yml oopsie * Redo the basin code to use events * now uses an event for when the transfer is successful, not when there's just an attempt * forgot to remove this * Update Content.Server/Botany/Components/PlantHolderComponent.cs Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Update Content.Server/Botany/Systems/PlantHolderSystem.cs Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * adds sound variations to shoes as well * variations on honkbots and the H.O.N.K mech * Update Content.Server/Botany/Systems/PlantHolderSystem.cs * Update Content.Server/Botany/Systems/PlantHolderSystem.cs * fix compile issue * oops forgot to delete this * cleanup --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
258 lines
9.0 KiB
C#
258 lines
9.0 KiB
C#
using Content.Shared.Actions;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.VendingMachines
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{
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
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public sealed partial class VendingMachineComponent : Component
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{
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/// <summary>
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/// PrototypeID for the vending machine's inventory, see <see cref="VendingMachineInventoryPrototype"/>
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/// </summary>
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[DataField("pack", customTypeSerializer: typeof(PrototypeIdSerializer<VendingMachineInventoryPrototype>), required: true)]
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public string PackPrototypeId = string.Empty;
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/// <summary>
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/// Used by the server to determine how long the vending machine stays in the "Deny" state.
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/// Used by the client to determine how long the deny animation should be played.
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/// </summary>
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[DataField]
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public float DenyDelay = 2.0f;
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/// <summary>
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/// Used by the server to determine how long the vending machine stays in the "Eject" state.
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/// The selected item is dispensed afer this delay.
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/// Used by the client to determine how long the deny animation should be played.
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/// </summary>
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[DataField]
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public float EjectDelay = 1.2f;
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[DataField, AutoNetworkedField]
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public Dictionary<string, VendingMachineInventoryEntry> Inventory = new();
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[DataField, AutoNetworkedField]
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public Dictionary<string, VendingMachineInventoryEntry> EmaggedInventory = new();
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[DataField, AutoNetworkedField]
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public Dictionary<string, VendingMachineInventoryEntry> ContrabandInventory = new();
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[DataField, AutoNetworkedField]
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public bool Contraband;
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public bool Ejecting;
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public bool Denying;
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public bool DispenseOnHitCoolingDown;
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public string? NextItemToEject;
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public bool Broken;
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/// <summary>
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/// When true, will forcefully throw any object it dispenses
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/// </summary>
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[DataField("speedLimiter")]
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public bool CanShoot = false;
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public bool ThrowNextItem = false;
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/// <summary>
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/// The chance that a vending machine will randomly dispense an item on hit.
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/// Chance is 0 if null.
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/// </summary>
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[DataField("dispenseOnHitChance")]
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public float? DispenseOnHitChance;
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/// <summary>
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/// The minimum amount of damage that must be done per hit to have a chance
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/// of dispensing an item.
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/// </summary>
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[DataField("dispenseOnHitThreshold")]
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public float? DispenseOnHitThreshold;
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/// <summary>
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/// Amount of time in seconds that need to pass before damage can cause a vending machine to eject again.
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/// This value is separate to <see cref="VendingMachineComponent.EjectDelay"/> because that value might be
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/// 0 for a vending machine for legitimate reasons (no desired delay/no eject animation)
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/// and can be circumvented with forced ejections.
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/// </summary>
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[DataField("dispenseOnHitCooldown")]
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public float? DispenseOnHitCooldown = 1.0f;
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/// <summary>
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/// Sound that plays when ejecting an item
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/// </summary>
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[DataField("soundVend")]
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// Grabbed from: https://github.com/tgstation/tgstation/blob/d34047a5ae911735e35cd44a210953c9563caa22/sound/machines/machine_vend.ogg
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public SoundSpecifier SoundVend = new SoundPathSpecifier("/Audio/Machines/machine_vend.ogg")
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{
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Params = new AudioParams
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{
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Volume = -4f,
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Variation = 0.15f
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}
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};
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/// <summary>
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/// Sound that plays when an item can't be ejected
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/// </summary>
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[DataField("soundDeny")]
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// Yoinked from: https://github.com/discordia-space/CEV-Eris/blob/35bbad6764b14e15c03a816e3e89aa1751660ba9/sound/machines/Custom_deny.ogg
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public SoundSpecifier SoundDeny = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
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public float NonLimitedEjectForce = 7.5f;
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public float NonLimitedEjectRange = 5f;
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public float EjectAccumulator = 0f;
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public float DenyAccumulator = 0f;
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public float DispenseOnHitAccumulator = 0f;
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/// <summary>
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/// The quality of the stock in the vending machine on spawn.
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/// Represents the percentage chance (0.0f = 0%, 1.0f = 100%) each set of items in the machine is fully-stocked.
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/// If not fully stocked, the stock will have a random value between 0 (inclusive) and max stock (exclusive).
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/// </summary>
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[DataField]
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public float InitialStockQuality = 1.0f;
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/// <summary>
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/// While disabled by EMP it randomly ejects items
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/// </summary>
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[DataField("nextEmpEject", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextEmpEject = TimeSpan.Zero;
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#region Client Visuals
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/// <summary>
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/// RSI state for when the vending machine is unpowered.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>
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/// </summary>
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[DataField("offState")]
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public string? OffState;
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/// <summary>
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/// RSI state for the screen of the vending machine
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Screen"/>
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/// </summary>
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[DataField("screenState")]
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public string? ScreenState;
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/// <summary>
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/// RSI state for the vending machine's normal state. Usually a looping animation.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
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/// </summary>
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[DataField("normalState")]
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public string? NormalState;
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/// <summary>
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/// RSI state for the vending machine's eject animation.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
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/// </summary>
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[DataField("ejectState")]
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public string? EjectState;
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/// <summary>
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/// RSI state for the vending machine's deny animation. Will either be played once as sprite flick
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/// or looped depending on how <see cref="LoopDenyAnimation"/> is set.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
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/// </summary>
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[DataField("denyState")]
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public string? DenyState;
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/// <summary>
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/// RSI state for when the vending machine is unpowered.
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/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>
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/// </summary>
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[DataField("brokenState")]
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public string? BrokenState;
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/// <summary>
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/// If set to <c>true</c> (default) will loop the animation of the <see cref="DenyState"/> for the duration
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/// of <see cref="VendingMachineComponent.DenyDelay"/>. If set to <c>false</c> will play a sprite
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/// flick animation for the state and then linger on the final frame until the end of the delay.
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/// </summary>
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[DataField("loopDeny")]
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public bool LoopDenyAnimation = true;
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#endregion
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}
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[Serializable, NetSerializable]
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public sealed class VendingMachineInventoryEntry
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{
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[ViewVariables(VVAccess.ReadWrite)]
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public InventoryType Type;
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[ViewVariables(VVAccess.ReadWrite)]
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public string ID;
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[ViewVariables(VVAccess.ReadWrite)]
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public uint Amount;
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public VendingMachineInventoryEntry(InventoryType type, string id, uint amount)
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{
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Type = type;
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ID = id;
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Amount = amount;
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}
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}
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[Serializable, NetSerializable]
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public enum InventoryType : byte
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{
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Regular,
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Emagged,
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Contraband
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}
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[Serializable, NetSerializable]
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public enum VendingMachineVisuals
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{
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VisualState
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}
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[Serializable, NetSerializable]
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public enum VendingMachineVisualState
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{
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Normal,
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Off,
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Broken,
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Eject,
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Deny,
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}
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public enum VendingMachineVisualLayers : byte
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{
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/// <summary>
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/// Off / Broken. The other layers will overlay this if the machine is on.
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/// </summary>
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Base,
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/// <summary>
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/// Normal / Deny / Eject
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/// </summary>
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BaseUnshaded,
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/// <summary>
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/// Screens that are persistent (where the machine is not off or broken)
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/// </summary>
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Screen
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}
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[Serializable, NetSerializable]
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public enum ContrabandWireKey : byte
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{
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StatusKey,
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TimeoutKey
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}
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[Serializable, NetSerializable]
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public enum EjectWireKey : byte
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{
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StatusKey,
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}
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public sealed partial class VendingMachineSelfDispenseEvent : InstantActionEvent
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{
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};
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}
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