# Conflicts: # .github/workflows/validate-rgas.yml # .github/workflows/validate-rsis.yml # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Options/UI/OptionsMenu.xaml.cs # Content.Client/SubFloor/SubFloorHideSystem.cs # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Server/Advertise/EntitySystems/SpeakOnUIClosedSystem.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Mindshield/MindShieldSystem.cs # Content.Server/Objectives/Systems/KillPersonConditionSystem.cs # Content.Server/Standing/StandingStateSystem.cs # Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Humanoid/HumanoidAppearanceComponent.cs # Content.Shared/Humanoid/Markings/MarkingManager.cs # Content.Shared/Humanoid/NamingSystem.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/Components/SubdermalImplantComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Resources/Audio/Lobby/attributions.yml # Resources/Locale/en-US/_strings/administration/commands/forceghost.ftl # Resources/Locale/en-US/_strings/clothing/components/fire-protection-component.ftl # Resources/Locale/en-US/_strings/components/storage-voice-control-component.ftl # Resources/Locale/en-US/_strings/prototypes/roles/antags.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/lathe/lathe-categories.ftl # Resources/Prototypes/Access/command.yml # Resources/Prototypes/Catalog/Fills/Books/bookshelf.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/chemvend.yml # Resources/Prototypes/Catalog/thief_toolbox_sets.yml # Resources/Prototypes/Datasets/Names/Operation_prefix.yml # Resources/Prototypes/Datasets/Names/Operation_suffix.yml # Resources/Prototypes/Datasets/Names/arachnid_first.yml # Resources/Prototypes/Datasets/Names/arachnid_last.yml # Resources/Prototypes/Datasets/Names/borg.yml # Resources/Prototypes/Datasets/Names/cargo_shuttle.yml # Resources/Prototypes/Datasets/Names/clown.yml # Resources/Prototypes/Datasets/Names/diona.yml # Resources/Prototypes/Datasets/Names/fake_human_first.yml # Resources/Prototypes/Datasets/Names/fake_human_last.yml # Resources/Prototypes/Datasets/Names/first.yml # Resources/Prototypes/Datasets/Names/first_female.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/Names/fortunes.yml # Resources/Prototypes/Datasets/Names/hologram.yml # Resources/Prototypes/Datasets/Names/last.yml # Resources/Prototypes/Datasets/Names/military.yml # Resources/Prototypes/Datasets/Names/moth_first_female.yml # Resources/Prototypes/Datasets/Names/moth_first_male.yml # Resources/Prototypes/Datasets/Names/moth_last.yml # Resources/Prototypes/Datasets/Names/mushman_first.yml # Resources/Prototypes/Datasets/Names/mushman_last.yml # Resources/Prototypes/Datasets/Names/ninja.yml # Resources/Prototypes/Datasets/Names/ninja_title.yml # Resources/Prototypes/Datasets/Names/regalrat.yml # Resources/Prototypes/Datasets/Names/reptilian_female.yml # Resources/Prototypes/Datasets/Names/reptilian_male.yml # Resources/Prototypes/Datasets/Names/revenant.yml # Resources/Prototypes/Datasets/Names/skeleton_first.yml # Resources/Prototypes/Datasets/Names/syndicate.yml # Resources/Prototypes/Datasets/Names/vox.yml # Resources/Prototypes/Datasets/Names/wizard_first.yml # Resources/Prototypes/Datasets/Names/wizard_last.yml # Resources/Prototypes/Datasets/adjectives.yml # Resources/Prototypes/Datasets/corporations.yml # Resources/Prototypes/Datasets/criminal_records.yml # Resources/Prototypes/Datasets/rat_king_commands.yml # Resources/Prototypes/Datasets/verbs.yml # Resources/Prototypes/Entities/Clothing/Head/specific.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/specific.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/human.yml # Resources/Prototypes/Entities/Mobs/Player/humanoid.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Misc/paper.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Stations/nanotrasen.yml # Resources/Prototypes/Entities/Structures/Furniture/carpets.yml # Resources/Prototypes/Entities/Structures/Storage/Closets/wall_lockers.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/Procedural/salvage_loot.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Species/arachnid.yml # Resources/Prototypes/Species/diona.yml # Resources/Prototypes/Species/moth.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/game_presets.yml # Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml # Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml # Resources/ServerInfo/Guidebook/Service/Botany.xml # Resources/Textures/Clothing/Eyes/Glasses/glasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/jamjar.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/mercglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/meson.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/ninjavisor.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/outlawglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/science.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/secglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/sunglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/thermal.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-left.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-right.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/synd.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/syndagent.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-left.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-right.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/meta.json # Resources/Textures/Interface/Misc/program_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lights.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/aloe.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/apple.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/carrot.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chanterelle.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chili.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/eggplant.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/gatfruit.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/lemon.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/onion_red.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/potato.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/sugarcane.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/tomato.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/borgmodule.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/cyborg_parts.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/flashbang.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/grenade.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/nukenade.rsi/meta.json # Resources/migration.yml # Tools/actions_changelogs_since_last_run.py
192 lines
6.8 KiB
C#
192 lines
6.8 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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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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var amount = cachedInventory.First(o => o.ID == proto).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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