fish-station/Content.Shared/VendingMachines/SharedVendingMachineSystem.cs
VigersRay 6c158e6f0b Merge remote-tracking branch 'space-wizards/master'
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#	RobustToolbox
2025-10-19 17:38:04 +02:00

473 lines
17 KiB
C#

using System.Linq;
using Content.Shared._Sunrise.VendingMachines;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Advertise.Components;
using Content.Shared.Advertise.Systems;
using Content.Shared.DoAfter;
using Content.Shared.Emag.Components;
using Content.Shared.Emag.Systems;
using Content.Shared.Emp;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Power.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.VendingMachines;
public abstract partial class SharedVendingMachineSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
[Dependency] private readonly AccessReaderSystem _accessReader = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] protected readonly SharedPointLightSystem Light = default!;
[Dependency] private readonly SharedPowerReceiverSystem _receiver = default!;
[Dependency] protected readonly SharedPopupSystem Popup = default!;
[Dependency] private readonly SharedSpeakOnUIClosedSystem _speakOn = default!;
[Dependency] protected readonly SharedUserInterfaceSystem UISystem = default!;
[Dependency] protected readonly IRobustRandom Randomizer = default!;
[Dependency] private readonly ISharedPlayerManager _player = default!;
[Dependency] private readonly EmagSystem _emag = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<VendingMachineComponent, ComponentGetState>(OnVendingGetState);
SubscribeLocalEvent<VendingMachineComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<VendingMachineComponent, GotEmaggedEvent>(OnEmagged);
SubscribeLocalEvent<VendingMachineComponent, EmpPulseEvent>(OnEmpPulse);
SubscribeLocalEvent<VendingMachineComponent, RestockDoAfterEvent>(OnRestockDoAfter);
SubscribeLocalEvent<VendingMachineRestockComponent, AfterInteractEvent>(OnAfterInteract);
Subs.BuiEvents<VendingMachineComponent>(VendingMachineUiKey.Key, subs =>
{
subs.Event<VendingMachineEjectMessage>(OnInventoryEjectMessage);
});
}
//#region starlight
/// <summary>
/// Restocks one item from the starting inventory, can also be overriden what is restocked on the VendingMachineComponent
/// </summary>
/// <param name="uid">the EntityUid of the vending machine</param>
/// <param name="component">the Vending Machine component of the vending machine</param>
public void RestockRandom(EntityUid uid, VendingMachineComponent component)
{
string? item = null;
if (component.RandomRestockTarget != null)
{
item = component.RandomRestockTarget.ToString();
}
else
{
if (!PrototypeManager.TryIndex(component.PackPrototypeId, out VendingMachineInventoryPrototype? packPrototype))
return;
var startingInventory = packPrototype.StartingInventory;
var next = Randomizer.Next(0, startingInventory.Count);
var target = packPrototype.StartingInventory.ElementAt(next);
item = target.Key;
}
if (item == null)
return;
var theItem = new Dictionary<string, uint>();
theItem.Add(item, 1);
AddInventoryFromPrototype(uid, theItem, InventoryType.Regular, component);
Dirty(uid, component);
}
//#endregion starlight
private void OnVendingGetState(Entity<VendingMachineComponent> entity, ref ComponentGetState args)
{
var component = entity.Comp;
var inventory = new Dictionary<string, VendingMachineInventoryEntry>();
var emaggedInventory = new Dictionary<string, VendingMachineInventoryEntry>();
var contrabandInventory = new Dictionary<string, VendingMachineInventoryEntry>();
foreach (var weh in component.Inventory)
{
inventory[weh.Key] = new(weh.Value);
}
foreach (var weh in component.EmaggedInventory)
{
emaggedInventory[weh.Key] = new(weh.Value);
}
foreach (var weh in component.ContrabandInventory)
{
contrabandInventory[weh.Key] = new(weh.Value);
}
args.State = new VendingMachineComponentState()
{
Inventory = inventory,
EmaggedInventory = emaggedInventory,
ContrabandInventory = contrabandInventory,
Contraband = component.Contraband,
EjectEnd = component.EjectEnd,
DenyEnd = component.DenyEnd,
DispenseOnHitEnd = component.DispenseOnHitEnd,
Broken = component.Broken,
};
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<VendingMachineComponent>();
var curTime = Timing.CurTime;
while (query.MoveNext(out var uid, out var comp))
{
if (comp.Ejecting)
{
if (curTime > comp.EjectEnd)
{
comp.EjectEnd = null;
Dirty(uid, comp);
EjectItem(uid, comp);
UpdateUI((uid, comp));
}
}
if (comp.Denying)
{
if (curTime > comp.DenyEnd)
{
comp.DenyEnd = null;
Dirty(uid, comp);
TryUpdateVisualState((uid, comp));
}
}
if (comp.DispenseOnHitCoolingDown)
{
if (curTime > comp.DispenseOnHitEnd)
{
comp.DispenseOnHitEnd = null;
Dirty(uid, comp);
}
}
}
}
private void OnInventoryEjectMessage(Entity<VendingMachineComponent> entity, ref VendingMachineEjectMessage args)
{
if (!_receiver.IsPowered(entity.Owner) || Deleted(entity))
return;
if (args.Actor is not { Valid: true } actor)
return;
AuthorizedVend(entity.Owner, actor, args.Type, args.ID, entity.Comp);
}
protected virtual void OnMapInit(EntityUid uid, VendingMachineComponent component, MapInitEvent args)
{
RestockInventoryFromPrototype(uid, component, component.InitialStockQuality);
}
private void OnEmpPulse(Entity<VendingMachineComponent> ent, ref EmpPulseEvent args)
{
if (!ent.Comp.Broken && _receiver.IsPowered(ent.Owner))
{
args.Affected = true;
args.Disabled = true;
ent.Comp.NextEmpEject = Timing.CurTime;
}
}
protected virtual void EjectItem(EntityUid uid, VendingMachineComponent? vendComponent = null, bool forceEject = false) { }
/// <summary>
/// Checks if the user is authorized to use this vending machine
/// </summary>
/// <param name="uid"></param>
/// <param name="sender">Entity trying to use the vending machine</param>
/// <param name="vendComponent"></param>
public bool IsAuthorized(EntityUid uid, EntityUid sender, VendingMachineComponent? vendComponent = null)
{
if (!Resolve(uid, ref vendComponent))
return false;
if (!TryComp<AccessReaderComponent>(uid, out var accessReader))
return true;
if (_accessReader.IsAllowed(sender, uid, accessReader) || HasComp<EmaggedComponent>(uid))
return true;
Popup.PopupClient(Loc.GetString("vending-machine-component-try-eject-access-denied"), uid, sender);
Deny((uid, vendComponent), sender);
return false;
}
protected VendingMachineInventoryEntry? GetEntry(EntityUid uid, string entryId, InventoryType type, VendingMachineComponent? component = null)
{
if (!Resolve(uid, ref component))
return null;
if (type == InventoryType.Emagged && HasComp<EmaggedComponent>(uid))
return component.EmaggedInventory.GetValueOrDefault(entryId);
if (type == InventoryType.Contraband && component.Contraband)
return component.ContrabandInventory.GetValueOrDefault(entryId);
return component.Inventory.GetValueOrDefault(entryId);
}
/// <summary>
/// Tries to eject the provided item. Will do nothing if the vending machine is incapable of ejecting, already ejecting
/// or the item doesn't exist in its inventory.
/// </summary>
/// <param name="uid"></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="throwItem">Whether the item should be thrown in a random direction after ejection</param>
/// <param name="vendComponent"></param>
public void TryEjectVendorItem(EntityUid uid, InventoryType type, string itemId, bool throwItem, EntityUid? user = null, VendingMachineComponent? vendComponent = null)
{
if (!Resolve(uid, ref vendComponent))
return;
if (vendComponent.Ejecting || vendComponent.Broken || !_receiver.IsPowered(uid))
{
return;
}
var entry = GetEntry(uid, itemId, type, vendComponent);
if (string.IsNullOrEmpty(entry?.ID))
{
Popup.PopupClient(Loc.GetString("vending-machine-component-try-eject-invalid-item"), uid);
Deny((uid, vendComponent));
return;
}
if (entry.Amount <= 0)
{
Popup.PopupClient(Loc.GetString("vending-machine-component-try-eject-out-of-stock"), uid);
Deny((uid, vendComponent));
return;
}
// Start Ejecting, and prevent users from ordering while anim playing
vendComponent.EjectEnd = Timing.CurTime + vendComponent.EjectDelay;
vendComponent.NextItemToEject = entry.ID;
vendComponent.ThrowNextItem = throwItem;
if (TryComp(uid, out SpeakOnUIClosedComponent? speakComponent))
_speakOn.TrySetFlag((uid, speakComponent));
entry.Amount--;
Dirty(uid, vendComponent);
UpdateUI((uid, vendComponent));
TryUpdateVisualState((uid, vendComponent));
Audio.PlayPredicted(vendComponent.SoundVend, uid, user);
}
public void Deny(Entity<VendingMachineComponent?> entity, EntityUid? user = null)
{
if (!Resolve(entity.Owner, ref entity.Comp))
return;
if (entity.Comp.Denying)
return;
entity.Comp.DenyEnd = Timing.CurTime + entity.Comp.DenyDelay;
Audio.PlayPredicted(entity.Comp.SoundDeny, entity.Owner, user, AudioParams.Default.WithVolume(-2f));
TryUpdateVisualState(entity);
Dirty(entity);
}
protected virtual void UpdateUI(Entity<VendingMachineComponent?> entity) { }
/// <summary>
/// Tries to update the visuals of the component based on its current state.
/// </summary>
public void TryUpdateVisualState(Entity<VendingMachineComponent?> entity)
{
if (!Resolve(entity.Owner, ref entity.Comp))
return;
var finalState = VendingMachineVisualState.Normal;
if (entity.Comp.Broken)
{
finalState = VendingMachineVisualState.Broken;
}
else if (entity.Comp.Ejecting)
{
finalState = VendingMachineVisualState.Eject;
}
else if (entity.Comp.Denying)
{
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
}