CatStation/Content.Client/VendingMachines/VendingMachineSystem.cs
AndrewFenriz e934829cb3
VendingMachine refactor (systems. UI, components) (#44896)
* better

* VendingMachineComponent upd

* move components

* small fix

* move some fields to VendingMachineEjectComponent

* move some fields to VendingMachineVisualsComponent

* fix

* move some fields to VendingMachineDispenseOnHitComponent

* move NextEmpEject to VendingMachineEjectComponent

* upd

* split shared system to eject

* no more dummies for name

* fix contraband inventory

* small fix

* and again

* move VendingMachineDispenseOnHitComponent to server

* upd dispense

* upd

* move visuals to client

* fix

* move canshoot to server

* fix client

* fix

* upd

* fix merge

* fix

* upd1

* afterhandlestate

* upd

* more docs and protoid

* upd visuals

* upd components

* reorganize

* Entity<>

* revert AfterAutoHandleState
2026-08-01 15:44:49 +00:00

252 lines
9.3 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.VendingMachines.Components;
using Content.Shared.Power;
using Content.Shared.Power.EntitySystems;
using Content.Shared.VendingMachines;
using Content.Shared.VendingMachines.Components;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
namespace Content.Client.VendingMachines;
public sealed partial class VendingMachineSystem : SharedVendingMachineSystem
{
[Dependency] private AnimationPlayerSystem _animationPlayer = default!;
[Dependency] private SharedPointLightSystem _light = default!;
[Dependency] private SharedPowerReceiverSystem _receiver = default!;
[Dependency] private SpriteSystem _sprite = default!;
protected override void UpdateUI(Entity<VendingMachineComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (TryGetOpenUi(entity.Owner, out var bui))
{
bui.UpdateAmounts();
}
}
protected override void OnEjectStateChanged(Entity<VendingMachineComponent?> entity, VendingMachineEjectComponent? ejectComponent = null)
{
TryUpdateVisualState(entity, ejectComponent);
}
[SubscribeLocalEvent]
private void OnVendingHandleState(Entity<VendingMachineComponent> entity, ref ComponentHandleState args)
{
if (args.Current is not VendingMachineComponentState state)
return;
var uid = entity.Owner;
var component = entity.Comp;
// If all we did was update amounts, then we can leave BUI buttons in place.
var fullUiUpdate = !component.Inventory.Keys.SequenceEqual(state.Inventory.Keys) ||
!component.EmaggedInventory.Keys.SequenceEqual(state.EmaggedInventory.Keys) ||
!component.ContrabandInventory.Keys.SequenceEqual(state.ContrabandInventory.Keys) ||
component.Contraband != state.Contraband;
component.Contraband = state.Contraband;
var brokenChanged = component.Broken != state.Broken;
component.Broken = state.Broken;
CopyInventory(state.Inventory, component.Inventory);
CopyInventory(state.EmaggedInventory, component.EmaggedInventory);
CopyInventory(state.ContrabandInventory, component.ContrabandInventory);
if (brokenChanged)
TryUpdateVisualState((uid, component));
if (!TryGetOpenUi(uid, out var bui))
return;
if (fullUiUpdate)
bui.Refresh();
else
bui.UpdateAmounts();
}
[SubscribeLocalEvent]
private void OnEjectHandleState(Entity<VendingMachineEjectComponent> entity, ref AfterAutoHandleStateEvent args)
{
TryUpdateVisualState(entity.Owner);
}
[SubscribeLocalEvent]
private void OnPowerChanged(Entity<VendingMachineComponent> entity, ref PowerChangedEvent args)
{
TryUpdateVisualState((entity.Owner, entity.Comp));
}
[SubscribeLocalEvent]
private void OnAnimationCompleted(EntityUid uid, VendingMachineVisualsComponent visuals, AnimationCompletedEvent args)
{
if (!TryComp<VendingMachineComponent>(uid, out var vend) ||
!TryComp<SpriteComponent>(uid, out var sprite))
return;
TryComp<VendingMachineEjectComponent>(uid, out var eject);
var visualState = GetVisualState(uid, vend, eject);
UpdateAppearance(uid, visualState, visuals, eject, sprite);
}
[SubscribeLocalEvent]
private void OnVisualsStartup(Entity<VendingMachineVisualsComponent> entity, ref ComponentStartup args)
{
TryUpdateVisualState(entity.Owner);
}
private void TryUpdateVisualState(Entity<VendingMachineComponent?> entity, VendingMachineEjectComponent? ejectComponent = null)
{
if (!Resolve(entity.Owner, ref entity.Comp))
return;
Resolve(entity.Owner, ref ejectComponent, false);
if (!TryComp<VendingMachineVisualsComponent>(entity.Owner, out var visuals) ||
!TryComp<SpriteComponent>(entity.Owner, out var sprite))
{
return;
}
var visualState = GetVisualState(entity.Owner, entity.Comp, ejectComponent);
UpdatePointLight(entity.Owner, visualState);
UpdateAppearance(entity.Owner, visualState, visuals, ejectComponent, sprite);
}
private VendingMachineVisualState GetVisualState(
EntityUid uid,
VendingMachineComponent vend,
VendingMachineEjectComponent? eject)
{
if (vend.Broken)
return VendingMachineVisualState.Broken;
if (eject?.Ejecting == true)
return VendingMachineVisualState.Eject;
if (eject?.Denying == true)
return VendingMachineVisualState.Deny;
if (!_receiver.IsPowered(uid))
return VendingMachineVisualState.Off;
return VendingMachineVisualState.Normal;
}
private void UpdatePointLight(EntityUid uid, VendingMachineVisualState visualState)
{
if (!_light.TryGetLight(uid, out var pointLight))
return;
var enabled = visualState != VendingMachineVisualState.Broken && visualState != VendingMachineVisualState.Off;
_light.SetEnabled(uid, enabled, pointLight);
}
private void UpdateAppearance(
EntityUid uid,
VendingMachineVisualState visualState,
VendingMachineVisualsComponent visuals,
VendingMachineEjectComponent? eject,
SpriteComponent sprite)
{
SetLayerState(VendingMachineVisualLayers.Base, visuals.OffState, (uid, sprite));
switch (visualState)
{
case VendingMachineVisualState.Normal:
SetLayerState(VendingMachineVisualLayers.BaseUnshaded, visuals.NormalState, (uid, sprite));
SetLayerState(VendingMachineVisualLayers.Screen, visuals.ScreenState, (uid, sprite));
break;
case VendingMachineVisualState.Deny:
if (visuals.LoopDenyAnimation || eject == null)
SetLayerState(VendingMachineVisualLayers.BaseUnshaded, visuals.DenyState, (uid, sprite));
else
PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, visuals.DenyState, (float)eject.DenyDelay.TotalSeconds, sprite);
SetLayerState(VendingMachineVisualLayers.Screen, visuals.ScreenState, (uid, sprite));
break;
case VendingMachineVisualState.Eject:
if (eject == null)
SetLayerState(VendingMachineVisualLayers.BaseUnshaded, visuals.EjectState, (uid, sprite));
else
PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, visuals.EjectState, (float)eject.EjectDelay.TotalSeconds, sprite);
SetLayerState(VendingMachineVisualLayers.Screen, visuals.ScreenState, (uid, sprite));
break;
case VendingMachineVisualState.Broken:
HideLayers((uid, sprite));
SetLayerState(VendingMachineVisualLayers.Base, visuals.BrokenState, (uid, sprite));
break;
case VendingMachineVisualState.Off:
HideLayers((uid, sprite));
break;
}
}
private void SetLayerState(VendingMachineVisualLayers layer, string? state, Entity<SpriteComponent> sprite)
{
if (string.IsNullOrEmpty(state))
return;
_sprite.LayerSetVisible(sprite.AsNullable(), layer, true);
_sprite.LayerSetAutoAnimated(sprite.AsNullable(), layer, true);
_sprite.LayerSetRsiState(sprite.AsNullable(), layer, state);
}
private void PlayAnimation(EntityUid uid, VendingMachineVisualLayers layer, string? state, float animationTime, SpriteComponent sprite)
{
if (string.IsNullOrEmpty(state))
return;
if (_animationPlayer.HasRunningAnimation(uid, state)) return;
var animation = GetAnimation(layer, state, animationTime);
_sprite.LayerSetVisible((uid, sprite), layer, true);
_animationPlayer.Play(uid, animation, state);
}
private static Animation GetAnimation(VendingMachineVisualLayers layer, string state, float animationTime)
{
return new Animation
{
Length = TimeSpan.FromSeconds(animationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = layer,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(state, 0f)
}
}
}
};
}
private void HideLayers(Entity<SpriteComponent> sprite)
{
HideLayer(VendingMachineVisualLayers.BaseUnshaded, sprite);
HideLayer(VendingMachineVisualLayers.Screen, sprite);
}
private void HideLayer(VendingMachineVisualLayers layer, Entity<SpriteComponent> sprite)
{
if (!_sprite.LayerMapTryGet(sprite.AsNullable(), layer, out var actualLayer, false))
return;
_sprite.LayerSetVisible(sprite.AsNullable(), actualLayer, false);
}
private bool TryGetOpenUi(EntityUid uid, [NotNullWhen(true)] out VendingMachineBoundUserInterface? bui)
{
return UISystem.TryGetOpenUi(uid, VendingMachineUiKey.Key, out bui);
}
}