# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
473 lines
17 KiB
C#
473 lines
17 KiB
C#
using System.Linq;
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using Content.Shared._Sunrise.VendingMachines;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Advertise.Components;
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using Content.Shared.Advertise.Systems;
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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.Emp;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Power.EntitySystems;
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using Robust.Shared.Audio;
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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.Player;
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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 readonly IGameTiming Timing = default!;
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] protected readonly SharedPointLightSystem Light = default!;
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[Dependency] private readonly SharedPowerReceiverSystem _receiver = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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[Dependency] private readonly SharedSpeakOnUIClosedSystem _speakOn = default!;
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[Dependency] protected readonly SharedUserInterfaceSystem UISystem = default!;
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[Dependency] protected readonly IRobustRandom Randomizer = default!;
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[Dependency] private readonly ISharedPlayerManager _player = default!;
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[Dependency] private readonly 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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SubscribeLocalEvent<VendingMachineComponent, ComponentGetState>(OnVendingGetState);
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SubscribeLocalEvent<VendingMachineComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<VendingMachineComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<VendingMachineComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<VendingMachineComponent, RestockDoAfterEvent>(OnRestockDoAfter);
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SubscribeLocalEvent<VendingMachineRestockComponent, AfterInteractEvent>(OnAfterInteract);
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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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//#region starlight
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/// <summary>
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/// Restocks one item from the starting inventory, can also be overriden what is restocked on the VendingMachineComponent
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/// </summary>
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/// <param name="uid">the EntityUid of the vending machine</param>
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/// <param name="component">the Vending Machine component of the vending machine</param>
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public void RestockRandom(EntityUid uid, VendingMachineComponent component)
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{
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string? item = null;
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if (component.RandomRestockTarget != null)
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{
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item = component.RandomRestockTarget.ToString();
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}
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else
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{
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if (!PrototypeManager.TryIndex(component.PackPrototypeId, out VendingMachineInventoryPrototype? packPrototype))
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return;
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var startingInventory = packPrototype.StartingInventory;
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var next = Randomizer.Next(0, startingInventory.Count);
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var target = packPrototype.StartingInventory.ElementAt(next);
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item = target.Key;
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}
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if (item == null)
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return;
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var theItem = new Dictionary<string, uint>();
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theItem.Add(item, 1);
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AddInventoryFromPrototype(uid, theItem, InventoryType.Regular, component);
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Dirty(uid, component);
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}
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//#endregion starlight
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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 inventory = new Dictionary<string, VendingMachineInventoryEntry>();
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var emaggedInventory = new Dictionary<string, VendingMachineInventoryEntry>();
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var contrabandInventory = new Dictionary<string, VendingMachineInventoryEntry>();
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foreach (var weh in component.Inventory)
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{
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inventory[weh.Key] = new(weh.Value);
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}
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foreach (var weh in component.EmaggedInventory)
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{
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emaggedInventory[weh.Key] = new(weh.Value);
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}
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foreach (var weh in component.ContrabandInventory)
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{
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contrabandInventory[weh.Key] = new(weh.Value);
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}
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args.State = new VendingMachineComponentState()
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{
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Inventory = inventory,
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EmaggedInventory = emaggedInventory,
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ContrabandInventory = contrabandInventory,
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Contraband = component.Contraband,
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EjectEnd = component.EjectEnd,
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DenyEnd = component.DenyEnd,
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DispenseOnHitEnd = component.DispenseOnHitEnd,
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Broken = component.Broken,
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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>();
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var curTime = Timing.CurTime;
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.Ejecting)
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{
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if (curTime > comp.EjectEnd)
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{
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comp.EjectEnd = null;
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Dirty(uid, comp);
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EjectItem(uid, comp);
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UpdateUI((uid, comp));
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}
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}
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if (comp.Denying)
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{
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if (curTime > comp.DenyEnd)
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{
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comp.DenyEnd = null;
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Dirty(uid, comp);
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TryUpdateVisualState((uid, comp));
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}
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}
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if (comp.DispenseOnHitCoolingDown)
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{
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if (curTime > comp.DispenseOnHitEnd)
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{
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comp.DispenseOnHitEnd = null;
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Dirty(uid, comp);
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}
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}
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}
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}
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private void OnInventoryEjectMessage(Entity<VendingMachineComponent> entity, ref VendingMachineEjectMessage args)
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{
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if (!_receiver.IsPowered(entity.Owner) || Deleted(entity))
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return;
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if (args.Actor is not { Valid: true } actor)
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return;
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AuthorizedVend(entity.Owner, actor, args.Type, args.ID, entity.Comp);
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}
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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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private void OnEmpPulse(Entity<VendingMachineComponent> ent, ref EmpPulseEvent args)
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{
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if (!ent.Comp.Broken && _receiver.IsPowered(ent.Owner))
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{
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args.Affected = true;
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args.Disabled = true;
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ent.Comp.NextEmpEject = Timing.CurTime;
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}
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}
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protected virtual void EjectItem(EntityUid uid, VendingMachineComponent? vendComponent = null, bool forceEject = false) { }
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/// <summary>
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/// Checks if the user is authorized to use this vending machine
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="sender">Entity trying to use the vending machine</param>
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/// <param name="vendComponent"></param>
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public bool IsAuthorized(EntityUid uid, EntityUid sender, VendingMachineComponent? vendComponent = null)
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{
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if (!Resolve(uid, ref vendComponent))
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return false;
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if (!TryComp<AccessReaderComponent>(uid, out var accessReader))
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return true;
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if (_accessReader.IsAllowed(sender, uid, accessReader) || HasComp<EmaggedComponent>(uid))
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return true;
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Popup.PopupClient(Loc.GetString("vending-machine-component-try-eject-access-denied"), uid, sender);
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Deny((uid, vendComponent), sender);
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return false;
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}
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protected VendingMachineInventoryEntry? GetEntry(EntityUid uid, string entryId, InventoryType type, VendingMachineComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return null;
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if (type == InventoryType.Emagged && HasComp<EmaggedComponent>(uid))
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return component.EmaggedInventory.GetValueOrDefault(entryId);
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if (type == InventoryType.Contraband && component.Contraband)
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return component.ContrabandInventory.GetValueOrDefault(entryId);
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return component.Inventory.GetValueOrDefault(entryId);
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}
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/// <summary>
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/// Tries to eject the provided item. Will do nothing if the vending machine is incapable of ejecting, already ejecting
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/// or the item doesn't exist in its inventory.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="type">The type of inventory the item is from</param>
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/// <param name="itemId">The prototype ID of the item</param>
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/// <param name="throwItem">Whether the item should be thrown in a random direction after ejection</param>
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/// <param name="vendComponent"></param>
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public void TryEjectVendorItem(EntityUid uid, InventoryType type, string itemId, bool throwItem, EntityUid? user = null, VendingMachineComponent? vendComponent = null)
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{
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if (!Resolve(uid, ref vendComponent))
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return;
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if (vendComponent.Ejecting || vendComponent.Broken || !_receiver.IsPowered(uid))
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{
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return;
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}
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var entry = GetEntry(uid, itemId, type, vendComponent);
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if (string.IsNullOrEmpty(entry?.ID))
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{
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Popup.PopupClient(Loc.GetString("vending-machine-component-try-eject-invalid-item"), uid);
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Deny((uid, vendComponent));
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return;
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}
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if (entry.Amount <= 0)
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{
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Popup.PopupClient(Loc.GetString("vending-machine-component-try-eject-out-of-stock"), uid);
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Deny((uid, vendComponent));
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return;
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}
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// Start Ejecting, and prevent users from ordering while anim playing
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vendComponent.EjectEnd = Timing.CurTime + vendComponent.EjectDelay;
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vendComponent.NextItemToEject = entry.ID;
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vendComponent.ThrowNextItem = throwItem;
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if (TryComp(uid, out SpeakOnUIClosedComponent? speakComponent))
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_speakOn.TrySetFlag((uid, speakComponent));
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entry.Amount--;
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Dirty(uid, vendComponent);
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UpdateUI((uid, vendComponent));
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TryUpdateVisualState((uid, vendComponent));
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Audio.PlayPredicted(vendComponent.SoundVend, uid, user);
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}
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public void Deny(Entity<VendingMachineComponent?> entity, EntityUid? user = null)
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{
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if (!Resolve(entity.Owner, ref entity.Comp))
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return;
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if (entity.Comp.Denying)
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return;
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entity.Comp.DenyEnd = Timing.CurTime + entity.Comp.DenyDelay;
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Audio.PlayPredicted(entity.Comp.SoundDeny, entity.Owner, user, AudioParams.Default.WithVolume(-2f));
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TryUpdateVisualState(entity);
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Dirty(entity);
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}
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protected virtual void UpdateUI(Entity<VendingMachineComponent?> entity) { }
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/// <summary>
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/// Tries to update the visuals of the component based on its current state.
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/// </summary>
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public void TryUpdateVisualState(Entity<VendingMachineComponent?> entity)
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{
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if (!Resolve(entity.Owner, ref entity.Comp))
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return;
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var finalState = VendingMachineVisualState.Normal;
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if (entity.Comp.Broken)
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{
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finalState = VendingMachineVisualState.Broken;
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}
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else if (entity.Comp.Ejecting)
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{
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finalState = VendingMachineVisualState.Eject;
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}
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else if (entity.Comp.Denying)
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|
{
|
|
finalState = VendingMachineVisualState.Deny;
|
|
}
|
|
else if (!_receiver.IsPowered(entity.Owner))
|
|
{
|
|
finalState = VendingMachineVisualState.Off;
|
|
}
|
|
|
|
// TODO: You know this should really live on the client with netsync off because client knows the state.
|
|
if (Light.TryGetLight(entity.Owner, out var pointlight))
|
|
{
|
|
var lightEnabled = finalState != VendingMachineVisualState.Broken && finalState != VendingMachineVisualState.Off;
|
|
Light.SetEnabled(entity.Owner, lightEnabled, pointlight);
|
|
}
|
|
|
|
_appearanceSystem.SetData(entity.Owner, VendingMachineVisuals.VisualState, finalState);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether the user is authorized to use the vending machine, then ejects the provided item if true
|
|
/// </summary>
|
|
/// <param name="uid"></param>
|
|
/// <param name="sender">Entity that is trying to use the vending machine</param>
|
|
/// <param name="type">The type of inventory the item is from</param>
|
|
/// <param name="itemId">The prototype ID of the item</param>
|
|
/// <param name="component"></param>
|
|
public void AuthorizedVend(EntityUid uid, EntityUid sender, InventoryType type, string itemId, VendingMachineComponent component)
|
|
{
|
|
if (IsAuthorized(uid, sender, component))
|
|
{
|
|
TryEjectVendorItem(uid, type, itemId, component.CanShoot, sender, component);
|
|
}
|
|
}
|
|
|
|
public void RestockInventoryFromPrototype(EntityUid uid,
|
|
VendingMachineComponent? component = null,
|
|
float restockQuality = 1f)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!PrototypeManager.TryIndex(component.PackPrototypeId, out VendingMachineInventoryPrototype? packPrototype))
|
|
return;
|
|
|
|
AddInventoryFromPrototype(uid, packPrototype.StartingInventory, InventoryType.Regular, component, restockQuality);
|
|
AddInventoryFromPrototype(uid, packPrototype.EmaggedInventory, InventoryType.Emagged, component, restockQuality);
|
|
AddInventoryFromPrototype(uid, packPrototype.ContrabandInventory, InventoryType.Contraband, component, restockQuality);
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
private void OnEmagged(EntityUid uid, VendingMachineComponent component, ref GotEmaggedEvent args)
|
|
{
|
|
if (!_emag.CompareFlag(args.Type, EmagType.Interaction))
|
|
return;
|
|
|
|
if (_emag.CheckFlag(uid, EmagType.Interaction))
|
|
return;
|
|
|
|
// only emag if there are emag-only items
|
|
args.Handled = component.EmaggedInventory.Count > 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns all of the vending machine's inventory. Only includes emagged and contraband inventories if
|
|
/// <see cref="EmaggedComponent"/> with the EmagType.Interaction flag exists and <see cref="VendingMachineComponent.Contraband"/> is true
|
|
/// are <c>true</c> respectively.
|
|
/// </summary>
|
|
/// <param name="uid"></param>
|
|
/// <param name="component"></param>
|
|
/// <returns></returns>
|
|
public List<VendingMachineInventoryEntry> GetAllInventory(EntityUid uid, VendingMachineComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return new();
|
|
|
|
var inventory = new List<VendingMachineInventoryEntry>(component.Inventory.Values);
|
|
|
|
if (_emag.CheckFlag(uid, EmagType.Interaction))
|
|
inventory.AddRange(component.EmaggedInventory.Values);
|
|
|
|
if (component.Contraband)
|
|
inventory.AddRange(component.ContrabandInventory.Values);
|
|
|
|
return inventory;
|
|
}
|
|
|
|
public List<VendingMachineInventoryEntry> GetAvailableInventory(EntityUid uid,
|
|
VendingMachineComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return new();
|
|
|
|
return GetAllInventory(uid, component).Where(_ => _.Amount > 0).ToList();
|
|
}
|
|
//Sunrise-edit-start
|
|
private void AddInventoryFromPrototype(EntityUid uid,
|
|
Dictionary<string, uint>? entries,
|
|
InventoryType type,
|
|
VendingMachineComponent? component = null,
|
|
float restockQuality = 1.0f)
|
|
{
|
|
if (!Resolve(uid, ref component) || entries == null)
|
|
return;
|
|
|
|
Dictionary<string, VendingMachineInventoryEntry> inventory = type switch
|
|
{
|
|
InventoryType.Regular => component.Inventory,
|
|
InventoryType.Emagged => component.EmaggedInventory,
|
|
InventoryType.Contraband => component.ContrabandInventory,
|
|
_ => null!
|
|
};
|
|
if (inventory == null)
|
|
return;
|
|
|
|
foreach (var (id, amount) in entries)
|
|
{
|
|
if (!PrototypeManager.HasIndex<EntityPrototype>(id))
|
|
continue;
|
|
|
|
uint restock = amount;
|
|
|
|
if (type == InventoryType.Regular)
|
|
{
|
|
var chanceOfMissingStock = 1 - restockQuality;
|
|
var result = Randomizer.NextFloat(0, 1);
|
|
if (result < chanceOfMissingStock)
|
|
restock = (uint)Math.Floor(amount * result / chanceOfMissingStock);
|
|
|
|
if (TryComp<PlayerCountDependentStockComponent>(uid, out var dependentStockComponent))
|
|
{
|
|
restock = (uint)Math.Floor(
|
|
amount + Math.Pow(_player.PlayerCount, 0.8f) * dependentStockComponent.Coefficient);
|
|
}
|
|
|
|
restock = Math.Max(restock, 2);
|
|
}
|
|
else
|
|
{
|
|
var isSustenance = component.PackPrototypeId == "SustenanceInventory";
|
|
restock = isSustenance ? 1u : 2u;
|
|
}
|
|
|
|
if (inventory.TryGetValue(id, out var entry))
|
|
{
|
|
entry.Amount = Math.Min(entry.Amount + restock, 3 * amount);
|
|
}
|
|
else
|
|
{
|
|
inventory.Add(id, new VendingMachineInventoryEntry(type, id, restock));
|
|
}
|
|
}
|
|
}
|
|
//Sunrise-edit-end
|
|
}
|