+using Content.Shared.Cargo.Components;
using Content.Shared.Timing;
using Content.Shared.Cargo.Systems;
{
[Dependency] private readonly UseDelaySystem _useDelay = default!;
- protected override bool GetPriceOrBounty(EntityUid priceGunUid, EntityUid target, EntityUid user)
+ protected override bool GetPriceOrBounty(Entity<PriceGunComponent> entity, EntityUid target, EntityUid user)
{
- if (!TryComp(priceGunUid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((priceGunUid, useDelay)))
+ if (!TryComp(entity, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((entity, useDelay)))
return false;
// It feels worse if the cooldown is predicted but the popup isn't! So only do the cooldown reset on the server.
using Content.Server.Popups;
+using Content.Shared.Cargo.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Timing;
using Content.Shared.Cargo.Systems;
+using Robust.Shared.Audio.Systems;
namespace Content.Server.Cargo.Systems;
[Dependency] private readonly PricingSystem _pricingSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly CargoSystem _bountySystem = default!;
+ [Dependency] private readonly SharedAudioSystem _audio = default!;
- protected override bool GetPriceOrBounty(EntityUid priceGunUid, EntityUid target, EntityUid user)
+ protected override bool GetPriceOrBounty(Entity<PriceGunComponent> entity, EntityUid target, EntityUid user)
{
- if (!TryComp(priceGunUid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((priceGunUid, useDelay)))
+ if (!TryComp(entity.Owner, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((entity.Owner, useDelay)))
return false;
-
// Check if we're scanning a bounty crate
if (_bountySystem.IsBountyComplete(target, out _))
{
else // Otherwise appraise the price
{
var price = _pricingSystem.GetPrice(target);
- _popupSystem.PopupEntity(Loc.GetString("price-gun-pricing-result", ("object", Identity.Entity(target, EntityManager)), ("price", $"{price:F2}")), user, user);
+ _popupSystem.PopupEntity(Loc.GetString("price-gun-pricing-result",
+ ("object", Identity.Entity(target, EntityManager)),
+ ("price", $"{price:F2}")),
+ user,
+ user);
}
- _useDelay.TryResetDelay((priceGunUid, useDelay));
+ _audio.PlayPvs(entity.Comp.AppraisalSound, entity.Owner);
+ _useDelay.TryResetDelay((entity.Owner, useDelay));
return true;
}
}
+using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Cargo.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class PriceGunComponent : Component
{
+ /// <summary>
+ /// The sound that plays when the price gun appraises an object.
+ /// </summary>
+ [DataField]
+ public SoundSpecifier AppraisalSound = new SoundPathSpecifier("/Audio/Items/appraiser.ogg");
}
{
Act = () =>
{
- GetPriceOrBounty(uid, args.Target, args.User);
+ GetPriceOrBounty((uid, component), args.Target, args.User);
},
Text = Loc.GetString("price-gun-verb-text"),
Message = Loc.GetString("price-gun-verb-message", ("object", Identity.Entity(args.Target, EntityManager)))
/// This is abstract for prediction. When the bounty system / cargo systems that are necessary are moved to shared,
/// combine all the server, client, and shared stuff into one non abstract file.
/// </remarks>
- protected abstract bool GetPriceOrBounty(EntityUid priceGunUid, EntityUid target, EntityUid user);
+ protected abstract bool GetPriceOrBounty(Entity<PriceGunComponent> entity, EntityUid target, EntityUid user);
}
- files: ["pen_click.ogg"]
license: "CC0-1.0"
copyright: "Created by dslrguide, converted to ogg and mono by Themias"
- source: "https://freesound.org/people/dslrguide/sounds/321484"
\ No newline at end of file
+ source: "https://freesound.org/people/dslrguide/sounds/321484"
+
+- files: [ "appraiser.ogg" ]
+ license: "CC0-1.0"
+ copyright: "Original sound by vestibule-door on freesound.org, processed by DylanWhittingham"
+ source: "https://freesound.org/people/vestibule-door/sounds/668985/"