# Conflicts: # Content.Client/Construction/UI/ConstructionMenu.xaml # Content.Client/Construction/UI/ConstructionMenu.xaml.cs # Content.Client/Construction/UI/ConstructionMenuPresenter.cs # Content.Server/Warps/WarpPointSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Battery.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Construction/Steps/ArbitraryInsertConstructionGraphStep.cs # Content.Shared/Construction/Steps/MaterialConstructionGraphStep.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Weapons/Reflect/ReflectSystem.cs # Resources/Locale/en-US/_strings/plants/mutations.ftl # Resources/Locale/en-US/_strings/stack/stacks.ftl # Resources/Locale/en-US/_strings/teleportation/teleportation-menu-gui.ftl # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Objects/Power/powercells.yml # Resources/Prototypes/Entities/Objects/Specific/Cargo/cargo_pallet.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Entities/Stations/base.yml # Resources/Prototypes/Entities/Structures/Machines/nuke.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Construction/Graphs/clothing/clown_banana.yml # Resources/Prototypes/Recipes/Construction/Graphs/machines/computer.yml # Resources/Prototypes/Recipes/Construction/Graphs/mechs/hamtr_construction.yml # Resources/Prototypes/Recipes/Construction/Graphs/mechs/honker_construction.yml # Resources/Prototypes/Recipes/Construction/Graphs/mechs/ripley_construction.yml # Resources/Prototypes/Recipes/Construction/Graphs/mechs/vim_construction.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/airlock.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/airlock_clockwork.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/blast_door.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/conveyor.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/firelock.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/glassbox.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/secretdoor.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shuttle.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/windoor.yml # Resources/Prototypes/Recipes/Construction/Graphs/tools/logic_gate.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/APC.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/air_alarms.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/disposal_machines.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/intercom.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/lighting.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/station_maps.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/wallmount_generator.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/wallmount_substation.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/bladed_hats.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/bola.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/improvised_arrow.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/modular_grenade.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/modular_mine.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/shiv.yml # Resources/Prototypes/Recipes/Construction/Graphs/weapons/spear.yml # Resources/Prototypes/Recipes/Construction/structures.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/cleanbot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/firebot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/honkbot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/medibot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/mimebot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/bots/supplybot.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/firebomb.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/improvised_shotgun.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/improvised_shotgun_shell.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/pipebomb.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/pneumatic_cannon.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/potato.yml # Resources/Prototypes/Recipes/Crafting/Graphs/storage/cratefreezer.yml # Resources/Prototypes/Recipes/Crafting/Graphs/storage/tallbox.yml # Resources/Prototypes/Recipes/Crafting/Graphs/strawhat.yml # Resources/Prototypes/Recipes/Crafting/Graphs/toys.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/CentComm/official.yml # Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/equipped-NECK.png # Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/icon.png # Resources/Textures/Clothing/Neck/mantles/cemantle.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/inhand-left.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/mime.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/inhand-left.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/mime.rsi/meta.json
195 lines
6.9 KiB
C#
195 lines
6.9 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Shared.VendingMachines;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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using FancyWindow = Content.Client.UserInterface.Controls.FancyWindow;
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using Robust.Client.UserInterface;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.IdentityManagement;
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using Robust.Client.Graphics;
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using Robust.Shared.Utility;
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namespace Content.Client.VendingMachines.UI
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{
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[GenerateTypedNameReferences]
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public sealed partial class VendingMachineMenu : FancyWindow
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private readonly Dictionary<EntProtoId, EntityUid> _dummies = [];
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private readonly Dictionary<EntProtoId, (ListContainerButton Button, VendingMachineItem Item)> _listItems = new();
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private readonly Dictionary<EntProtoId, uint> _amounts = new();
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/// <summary>
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/// Whether the vending machine is able to be interacted with or not.
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/// </summary>
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private bool _enabled;
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public event Action<GUIBoundKeyEventArgs, ListData>? OnItemSelected;
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public VendingMachineMenu()
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{
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MinSize = new Vector2(250, 150); // Sunrise-Resize
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SetSize = new Vector2(450, 150); // Sunrise-Resize
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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VendingContents.SearchBar = SearchBar;
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VendingContents.DataFilterCondition += DataFilterCondition;
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VendingContents.GenerateItem += GenerateButton;
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VendingContents.ItemKeyBindDown += (args, data) => OnItemSelected?.Invoke(args, data);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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// Don't clean up dummies during disposal or we'll just have to spawn them again
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if (!disposing)
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return;
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// Delete any dummy items we spawned
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foreach (var entity in _dummies.Values)
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{
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_entityManager.QueueDeleteEntity(entity);
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}
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_dummies.Clear();
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}
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private bool DataFilterCondition(string filter, ListData data)
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{
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if (data is not VendorItemsListData { ItemText: var text })
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return false;
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if (string.IsNullOrEmpty(filter))
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return true;
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return text.Contains(filter, StringComparison.CurrentCultureIgnoreCase);
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}
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private void GenerateButton(ListData data, ListContainerButton button)
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{
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if (data is not VendorItemsListData { ItemProtoID: var protoID, ItemText: var text })
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return;
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var item = new VendingMachineItem(protoID, text);
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_listItems[protoID] = (button, item);
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button.AddChild(item);
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button.AddStyleClass("ButtonSquare");
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button.Disabled = !_enabled || _amounts[protoID] == 0;
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}
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/// <summary>
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/// Populates the list of available items on the vending machine interface
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/// and sets icons based on their prototypes
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/// </summary>
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public void Populate(List<VendingMachineInventoryEntry> inventory, bool enabled)
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{
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_enabled = enabled;
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_listItems.Clear();
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_amounts.Clear();
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if (inventory.Count == 0 && VendingContents.Visible)
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{
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SearchBar.Visible = false;
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VendingContents.Visible = false;
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var outOfStockLabel = new Label()
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{
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Text = Loc.GetString("vending-machine-component-try-eject-out-of-stock"),
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Margin = new Thickness(4, 4),
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HorizontalExpand = true,
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VerticalAlignment = VAlignment.Stretch,
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HorizontalAlignment = HAlignment.Center
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};
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MainContainer.AddChild(outOfStockLabel);
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SetSizeAfterUpdate(outOfStockLabel.Text.Length, 0);
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return;
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}
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var longestEntry = string.Empty;
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var listData = new List<VendorItemsListData>();
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for (var i = 0; i < inventory.Count; i++)
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{
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var entry = inventory[i];
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if (!_prototypeManager.TryIndex(entry.ID, out var prototype))
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{
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_amounts[entry.ID] = 0;
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continue;
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}
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if (!_dummies.TryGetValue(entry.ID, out var dummy))
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{
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dummy = _entityManager.Spawn(entry.ID);
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_dummies.Add(entry.ID, dummy);
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}
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var itemName = Identity.Name(dummy, _entityManager);
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var itemText = $"{itemName} [{entry.Amount}]";
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_amounts[entry.ID] = entry.Amount;
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if (itemText.Length > longestEntry.Length)
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longestEntry = itemText;
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listData.Add(new VendorItemsListData(prototype.ID, i)
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{
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ItemText = itemText,
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});
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}
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VendingContents.PopulateList(listData);
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SetSizeAfterUpdate(longestEntry.Length, inventory.Count);
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}
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/// <summary>
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/// Updates text entries for vending data in place without modifying the list controls.
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/// </summary>
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public void UpdateAmounts(List<VendingMachineInventoryEntry> cachedInventory, bool enabled)
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{
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_enabled = enabled;
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foreach (var proto in _dummies.Keys)
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{
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if (!_listItems.TryGetValue(proto, out var button))
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continue;
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var dummy = _dummies[proto];
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if (!cachedInventory.TryFirstOrDefault(o => o.ID == proto, out var entry))
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continue;
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var amount = entry.Amount;
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// Could be better? Problem is all inventory entries get squashed.
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var text = GetItemText(dummy, amount);
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button.Item.SetText(text);
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button.Button.Disabled = !enabled || amount == 0;
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}
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}
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private string GetItemText(EntityUid dummy, uint amount)
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{
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var itemName = Identity.Name(dummy, _entityManager);
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return $"{itemName} [{amount}]";
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}
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private void SetSizeAfterUpdate(int longestEntryLength, int contentCount)
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{
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SetSize = new Vector2(Math.Clamp((longestEntryLength + 2) * 12, 250, 400),
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Math.Clamp(contentCount * 50, 150, 350));
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}
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}
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public record VendorItemsListData(EntProtoId ItemProtoID, int ItemIndex) : ListData
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{
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public string ItemText = string.Empty;
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}
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}
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