fish-station/Content.Shared/VendingMachines/VendingMachineComponent.cs
VigersRay 6c158e6f0b Merge remote-tracking branch 'space-wizards/master'
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#	RobustToolbox
2025-10-19 17:38:04 +02:00

320 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;
[DataField]
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;
/// <summary>
/// Audio entity used during restock in case the doafter gets canceled.
/// </summary>
[DataField]
public EntityUid? RestockStream;
#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;
public bool Broken;
}
}