mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* 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
217 lines
7.7 KiB
C#
217 lines
7.7 KiB
C#
using System.Linq;
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using Content.Shared.Destructible;
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using Content.Shared.DoAfter;
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using Content.Shared.Emag.Components;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Power.EntitySystems;
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using Content.Shared.UserInterface;
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using Content.Shared.VendingMachines.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.VendingMachines;
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public abstract partial class SharedVendingMachineSystem : EntitySystem
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{
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[Dependency] protected IGameTiming Timing = default!;
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[Dependency] protected SharedAudioSystem Audio = default!;
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[Dependency] private SharedDoAfterSystem _doAfter = default!;
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[Dependency] private SharedPowerReceiverSystem _receiver = default!;
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[Dependency] protected SharedPopupSystem Popup = default!;
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[Dependency] protected SharedUserInterfaceSystem UISystem = default!;
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[Dependency] protected IRobustRandom Randomizer = default!;
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[Dependency] private EmagSystem _emag = default!;
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public override void Initialize()
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{
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base.Initialize();
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Subs.BuiEvents<VendingMachineComponent>(VendingMachineUiKey.Key, subs =>
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{
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subs.Event<VendingMachineEjectMessage>(OnInventoryEjectMessage);
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});
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}
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[SubscribeLocalEvent]
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private void OnVendingGetState(Entity<VendingMachineComponent> entity, ref ComponentGetState args)
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{
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var component = entity.Comp;
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var state = new VendingMachineComponentState
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{
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Contraband = component.Contraband,
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Broken = component.Broken,
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};
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CopyInventory(component.Inventory, state.Inventory);
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CopyInventory(component.EmaggedInventory, state.EmaggedInventory);
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CopyInventory(component.ContrabandInventory, state.ContrabandInventory);
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args.State = state;
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}
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protected static void CopyInventory(
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Dictionary<string, VendingMachineInventoryEntry> source,
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Dictionary<string, VendingMachineInventoryEntry> target)
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{
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target.Clear();
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foreach (var entry in source)
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{
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target.Add(entry.Key, new(entry.Value));
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<VendingMachineComponent, VendingMachineEjectComponent>();
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var curTime = Timing.CurTime;
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while (query.MoveNext(out var uid, out var comp, out var eject))
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{
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UpdateEjectState((uid, comp, eject), curTime);
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}
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}
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[SubscribeLocalEvent]
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protected virtual void OnMapInit(EntityUid uid, VendingMachineComponent component, MapInitEvent args)
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{
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RestockInventoryFromPrototype(uid, component, component.InitialStockQuality);
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}
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[SubscribeLocalEvent]
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private void OnEmagged(EntityUid uid, VendingMachineComponent component, ref GotEmaggedEvent args)
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{
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if (!_emag.CompareFlag(args.Type, EmagType.Interaction))
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return;
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if (_emag.CheckFlag(uid, EmagType.Interaction))
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return;
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// only emag if there are emag-only items
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args.Handled = component.EmaggedInventory.Count > 0;
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}
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[SubscribeLocalEvent]
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private void OnActivatableUIOpenAttempt(EntityUid uid, VendingMachineComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (component.Broken)
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args.Cancel();
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}
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[SubscribeLocalEvent]
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private void OnBreak(EntityUid uid, VendingMachineComponent vendComponent, BreakageEventArgs eventArgs)
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{
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vendComponent.Broken = true;
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Dirty(uid, vendComponent);
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UISystem.CloseUi(uid, VendingMachineUiKey.Key);
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}
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protected virtual void UpdateUI(Entity<VendingMachineComponent?> entity) { }
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public void RestockInventoryFromPrototype(EntityUid uid,
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VendingMachineComponent? component = null, float restockQuality = 1f)
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{
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if (!Resolve(uid, ref component))
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{
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return;
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}
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if (!ProtoMan.TryIndex(component.PackPrototypeId, out VendingMachineInventoryPrototype? packPrototype))
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return;
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AddInventoryFromPrototype(uid, packPrototype.StartingInventory, InventoryType.Regular, component, restockQuality);
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AddInventoryFromPrototype(uid, packPrototype.EmaggedInventory, InventoryType.Emagged, component, restockQuality);
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AddInventoryFromPrototype(uid, packPrototype.ContrabandInventory, InventoryType.Contraband, component, restockQuality);
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Dirty(uid, component);
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}
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/// <summary>
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/// Returns all of the vending machine's inventory. Only includes emagged and contraband inventories if
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/// <see cref="EmaggedComponent"/> with the EmagType.Interaction flag exists and <see cref="VendingMachineComponent.Contraband"/> is true
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/// are <c>true</c> respectively.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <returns></returns>
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public List<VendingMachineInventoryEntry> GetAllInventory(EntityUid uid, VendingMachineComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return new();
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var inventory = new List<VendingMachineInventoryEntry>(component.Inventory.Values);
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if (_emag.CheckFlag(uid, EmagType.Interaction))
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inventory.AddRange(component.EmaggedInventory.Values);
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if (component.Contraband)
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inventory.AddRange(component.ContrabandInventory.Values);
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return inventory;
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}
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public List<VendingMachineInventoryEntry> GetAvailableInventory(EntityUid uid, VendingMachineComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return new();
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return GetAllInventory(uid, component).Where(_ => _.Amount > 0).ToList();
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}
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private void AddInventoryFromPrototype(EntityUid uid, Dictionary<string, uint>? entries,
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InventoryType type,
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VendingMachineComponent? component = null, float restockQuality = 1.0f)
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{
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if (!Resolve(uid, ref component) || entries == null)
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{
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return;
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}
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Dictionary<string, VendingMachineInventoryEntry> inventory;
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switch (type)
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{
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case InventoryType.Regular:
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inventory = component.Inventory;
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break;
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case InventoryType.Emagged:
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inventory = component.EmaggedInventory;
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break;
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case InventoryType.Contraband:
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inventory = component.ContrabandInventory;
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break;
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default:
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return;
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}
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foreach (var (id, amount) in entries)
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{
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if (!ProtoMan.HasIndex<EntityPrototype>(id)) continue;
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var restock = amount;
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var chanceOfMissingStock = 1 - restockQuality;
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var result = Randomizer.NextFloat(0, 1);
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if (result < chanceOfMissingStock)
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{
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restock = (uint) Math.Floor(amount * result / chanceOfMissingStock);
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}
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if (inventory.TryGetValue(id, out var entry))
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// Prevent a machine's stock from going over three times
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// the prototype's normal amount. This is an arbitrary
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// number and meant to be a convenience for someone
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// restocking a machine who doesn't want to force vend out
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// all the items just to restock one empty slot without
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// losing the rest of the restock.
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entry.Amount = Math.Min(entry.Amount + amount, 3 * restock);
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else
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inventory.Add(id, new VendingMachineInventoryEntry(type, id, restock));
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}
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}
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}
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