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* Added CentComm shipyard console. Brought some things in Shipyard console up to modern standards. * More shipyard stuff * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * PR Feedback --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
using Content.Shared.Radio;
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using Content.Shared.Shipyard.Prototypes;
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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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namespace Content.Shared.Shipyard;
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/// <summary>
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/// Component for the shipyard console.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ShipyardConsoleComponent : Component
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{
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/// <summary>
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/// Sound played when the ship can't be bought for any reason.
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/// </summary>
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[DataField]
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public SoundSpecifier DenySound = new SoundPathSpecifier("/Audio/Effects/Cargo/buzz_sigh.ogg");
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/// <summary>
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/// Sound played when a ship is purchased.
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/// </summary>
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[DataField]
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public SoundSpecifier ConfirmSound = new SoundPathSpecifier("/Audio/Effects/Cargo/ping.ogg");
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/// <summary>
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/// Radio channel to send the purchase announcement to.
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/// </summary>
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[DataField]
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public ProtoId<RadioChannelPrototype> Channel = "Command";
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/// <summary>
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/// If false, shuttles won't use the station's bank and will be available at no cost.
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/// </summary>
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[DataField]
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public bool UseStationFunds = true;
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/// <summary>
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/// The list of selectable categories. Note that this does not filter ships, just allows some categories to be hidden from crew (e.g. CentComm, ERT). Does not need to include All.
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/// </summary>
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[DataField(required: true)]
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public List<ProtoId<VesselCategoryPrototype>> Categories = new();
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/// <summary>
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/// If not null, will attempt to set the category when opening the shipyard console.
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/// </summary>
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[DataField]
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public ProtoId<VesselCategoryPrototype>? DefaultCategory = null;
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}
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