# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
311 lines
10 KiB
C#
311 lines
10 KiB
C#
using Content.Shared.Actions;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
|
using Component = Robust.Shared.GameObjects.Component;
|
|
|
|
namespace Content.Shared.VendingMachines
|
|
{
|
|
[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;
|
|
|
|
/// <summary>
|
|
/// Used by the server to determine how long the vending machine stays in the "Deny" state.
|
|
/// Used by the client to determine how long the deny animation should be played.
|
|
/// </summary>
|
|
[DataField]
|
|
public TimeSpan DenyDelay = TimeSpan.FromSeconds(2);
|
|
|
|
//#region starlight
|
|
/// <summary>
|
|
/// forces to restock a specific item in VendingMachineSystem#RestockRandom
|
|
/// </summary>
|
|
[DataField("forceRandom")]
|
|
public ProtoId<EntityPrototype>? RandomRestockTarget = null;
|
|
//#endregion starlight
|
|
|
|
/// <summary>
|
|
/// Used by the server to determine how long the vending machine stays in the "Eject" state.
|
|
/// The selected item is dispensed afer this delay.
|
|
/// Used by the client to determine how long the deny animation should be played.
|
|
/// </summary>
|
|
[DataField]
|
|
public TimeSpan EjectDelay = TimeSpan.FromSeconds(1.2);
|
|
|
|
[DataField]
|
|
public Dictionary<string, VendingMachineInventoryEntry> Inventory = new();
|
|
|
|
[DataField]
|
|
public Dictionary<string, VendingMachineInventoryEntry> EmaggedInventory = new();
|
|
|
|
[DataField]
|
|
public Dictionary<string, VendingMachineInventoryEntry> ContrabandInventory = new();
|
|
|
|
/// <summary>
|
|
/// If true then unlocks the <see cref="ContrabandInventory"/>
|
|
/// </summary>
|
|
[DataField]
|
|
public bool Contraband;
|
|
|
|
[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;
|
|
|
|
public bool Broken;
|
|
|
|
/// <summary>
|
|
/// When true, will forcefully throw any object it dispenses
|
|
/// </summary>
|
|
[DataField]
|
|
public bool CanShoot = false;
|
|
|
|
public bool ThrowNextItem = false;
|
|
|
|
/// <summary>
|
|
/// The chance that a vending machine will randomly dispense an item on hit.
|
|
/// Chance is 0 if null.
|
|
/// </summary>
|
|
[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]
|
|
public float? DispenseOnHitThreshold;
|
|
|
|
/// <summary>
|
|
/// Amount of time in seconds that need to pass before damage can cause a vending machine to eject again.
|
|
/// This value is separate to <see cref="VendingMachineComponent.EjectDelay"/> because that value might be
|
|
/// 0 for a vending machine for legitimate reasons (no desired delay/no eject animation)
|
|
/// and can be circumvented with forced ejections.
|
|
/// </summary>
|
|
[DataField]
|
|
public TimeSpan? DispenseOnHitCooldown = TimeSpan.FromSeconds(1.0);
|
|
|
|
/// <summary>
|
|
/// Sound that plays when ejecting an item
|
|
/// </summary>
|
|
[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")
|
|
{
|
|
Params = new AudioParams
|
|
{
|
|
Volume = -4f,
|
|
Variation = 0.15f
|
|
}
|
|
};
|
|
|
|
/// <summary>
|
|
/// Sound that plays when an item can't be ejected
|
|
/// </summary>
|
|
[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");
|
|
|
|
public float NonLimitedEjectForce = 7.5f;
|
|
|
|
public float NonLimitedEjectRange = 5f;
|
|
|
|
/// <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.
|
|
/// If not fully stocked, the stock will have a random value between 0 (inclusive) and max stock (exclusive).
|
|
/// </summary>
|
|
[DataField]
|
|
public float InitialStockQuality = 1.0f;
|
|
|
|
/// <summary>
|
|
/// While disabled by EMP it randomly ejects items
|
|
/// </summary>
|
|
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
|
|
public TimeSpan NextEmpEject = TimeSpan.Zero;
|
|
|
|
#region Client Visuals
|
|
|
|
/// <summary>
|
|
/// RSI state for when the vending machine is unpowered.
|
|
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>
|
|
/// </summary>
|
|
[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]
|
|
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]
|
|
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]
|
|
public string? EjectState;
|
|
|
|
/// <summary>
|
|
/// RSI state for the vending machine's deny animation. Will either be played once as sprite flick
|
|
/// or looped depending on how <see cref="LoopDenyAnimation"/> is set.
|
|
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
|
|
/// </summary>
|
|
[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]
|
|
public string? BrokenState;
|
|
|
|
/// <summary>
|
|
/// If set to <c>true</c> (default) will loop the animation of the <see cref="DenyState"/> for the duration
|
|
/// of <see cref="VendingMachineComponent.DenyDelay"/>. If set to <c>false</c> will play a sprite
|
|
/// flick animation for the state and then linger on the final frame until the end of the delay.
|
|
/// </summary>
|
|
[DataField("loopDeny")]
|
|
public bool LoopDenyAnimation = true;
|
|
|
|
#endregion
|
|
}
|
|
|
|
[Serializable, NetSerializable, DataDefinition]
|
|
public sealed partial class VendingMachineInventoryEntry
|
|
{
|
|
[DataField]
|
|
public InventoryType Type;
|
|
|
|
[DataField]
|
|
public string ID;
|
|
|
|
[DataField]
|
|
public uint Amount;
|
|
|
|
public VendingMachineInventoryEntry(InventoryType type, string id, uint amount)
|
|
{
|
|
Type = type;
|
|
ID = id;
|
|
Amount = amount;
|
|
}
|
|
|
|
public VendingMachineInventoryEntry(VendingMachineInventoryEntry entry)
|
|
{
|
|
Type = entry.Type;
|
|
ID = entry.ID;
|
|
Amount = entry.Amount;
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum InventoryType : byte
|
|
{
|
|
Regular,
|
|
Emagged,
|
|
Contraband
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum VendingMachineVisuals : byte
|
|
{
|
|
VisualState
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum VendingMachineVisualState : byte
|
|
{
|
|
Normal,
|
|
Off,
|
|
Broken,
|
|
Eject,
|
|
Deny,
|
|
}
|
|
|
|
public enum VendingMachineVisualLayers : byte
|
|
{
|
|
/// <summary>
|
|
/// Off / Broken. The other layers will overlay this if the machine is on.
|
|
/// </summary>
|
|
Base,
|
|
|
|
/// <summary>
|
|
/// Normal / Deny / Eject
|
|
/// </summary>
|
|
BaseUnshaded,
|
|
|
|
/// <summary>
|
|
/// Screens that are persistent (where the machine is not off or broken)
|
|
/// </summary>
|
|
Screen
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum ContrabandWireKey : byte
|
|
{
|
|
StatusKey,
|
|
TimeoutKey
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum EjectWireKey : byte
|
|
{
|
|
StatusKey,
|
|
}
|
|
|
|
public sealed partial class VendingMachineSelfDispenseEvent : InstantActionEvent
|
|
{
|
|
};
|
|
|
|
[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;
|
|
}
|
|
}
|