Files
wwdpublic/Content.Server/VendingMachines/VendingMachineSystem.cs
SimpleStation14 cc41b00757 Mirror: Unify Content's EntitySystem logging (#240)
## Mirror of PR #26216: [Unify `Content`'s `EntitySystem`
logging](https://github.com/space-wizards/space-station-14/pull/26216)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `eeaea6c25b496106eb741e93738f2ab8503949ba`

PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-17 20:05:08 UTC

---

PR changed 13 files with 43 additions and 82 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Log things via `Log` with generated sawmill name rather than an
explicitly set one for all Content `EntitySystem`s, except the ones with
`Rule`s. In all cases the explicit `_sawmill` was redundant.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> - Bringing consistency to logs (all logs originating from
`EntitySystem` should be recognizible in the logs `system.something`).
> - Logs' sawmills match system class name to assist with debugging.
> - Less likelihood of someone building a new `EntitySystem` to
copy-paste the unnecessary `_sawmill` and instaed use the appropriate
inherited `Log` instead.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> This addresses **_just_** `Content`'s `EntitySystem`s.
> 
> `GameRuleSystem` **and all classes inheriting from it are excluded.**
I want to include both the calling system name and the rule name in the
sawmill name - this however requires engine changes. I thus opted to cut
out that part and made this a `Content`-only PR.
> 
> Also, even with the rule changes, the `GameRule`s themselves will be
excluded pending antag refactor, because currently they are a _hot-hot_
mess and I'm sure it's preferable by everyone for me to wait for it to
cool down before introducing merge conflicts unnecessarily.
> 
> Log Sawmill changes:
> **System class | current master sawmill | this PR's sawmill**
> `VaporSystem.cs`: `vapor` -> `system.vapor`
> `DeviceListSystem.cs`: `devicelist` -> `system.device_list`
> `ForensicScannerSystem.cs`: `forensic.scanner` ->
`system.forensic_scanner`
> `MappingSystem.cs`: `autosave` -> `system.mapping`
> `MechSystem.cs`: `mech` -> `system.mech`
> `LagCompensationSystem.cs`: `lagcomp` -> `system.lag_compensation`
> `NpcFactionSystem.cs`: `faction` -> `system.npc_faction`
> `EmergencyShuttleSystem.cs`: `shuttle.emergency` ->
`system.emergency_shuttle`
> `EventManagerSystem.cs`: `events` -> `system.event_manager`
> `VendingMachineSystem.cs`: `vending` -> `system.vending_machine`
> `SharedAnomalySystem.cs`: `anomaly` -> `system.anomaly`
> `SharedDeviceLinkSystem.cs`: `devicelink` -> `system.device_link`
> `ThirstSystem.cs`: `thirst` -> `system.thirst`
> 
> Manually tested most (all that I had doubts about) and confirmed that
`LagCompensationSystem`'s `Log.Level` is getting correctly set like
this.
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Log sawmill name changes. Any analyzers/other software that processes
logs needs to be adjusted to new sawmills. Full list of changes in PR -
section Technical details.


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-11 23:43:39 -04:00

521 lines
21 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server.Advertise;
using Content.Server.Cargo.Systems;
using Content.Server.Chat.Systems;
using Content.Server.Emp;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.UserInterface;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Actions;
using Content.Shared.Damage;
using Content.Shared.Destructible;
using Content.Shared.DoAfter;
using Content.Shared.Emag.Components;
using Content.Shared.Emag.Systems;
using Content.Shared.Emp;
using Content.Shared.Popups;
using Content.Shared.Throwing;
using Content.Shared.UserInterface;
using Content.Shared.VendingMachines;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.VendingMachines
{
public sealed class VendingMachineSystem : SharedVendingMachineSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AccessReaderSystem _accessReader = default!;
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SharedActionsSystem _action = default!;
[Dependency] private readonly PricingSystem _pricing = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AdvertiseSystem _advertise = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<VendingMachineComponent, MapInitEvent>(OnComponentMapInit);
SubscribeLocalEvent<VendingMachineComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<VendingMachineComponent, BreakageEventArgs>(OnBreak);
SubscribeLocalEvent<VendingMachineComponent, GotEmaggedEvent>(OnEmagged);
SubscribeLocalEvent<VendingMachineComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<VendingMachineComponent, PriceCalculationEvent>(OnVendingPrice);
SubscribeLocalEvent<VendingMachineComponent, EmpPulseEvent>(OnEmpPulse);
SubscribeLocalEvent<VendingMachineComponent, ActivatableUIOpenAttemptEvent>(OnActivatableUIOpenAttempt);
Subs.BuiEvents<VendingMachineComponent>(VendingMachineUiKey.Key, subs =>
{
subs.Event<BoundUIOpenedEvent>(OnBoundUIOpened);
subs.Event<BoundUIClosedEvent>(OnBoundUIClosed);
subs.Event<VendingMachineEjectMessage>(OnInventoryEjectMessage);
});
SubscribeLocalEvent<VendingMachineComponent, VendingMachineSelfDispenseEvent>(OnSelfDispense);
SubscribeLocalEvent<VendingMachineComponent, RestockDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<VendingMachineRestockComponent, PriceCalculationEvent>(OnPriceCalculation);
}
private void OnComponentMapInit(EntityUid uid, VendingMachineComponent component, MapInitEvent args)
{
_action.AddAction(uid, ref component.ActionEntity, component.Action, uid);
Dirty(uid, component);
}
private void OnVendingPrice(EntityUid uid, VendingMachineComponent component, ref PriceCalculationEvent args)
{
var price = 0.0;
foreach (var entry in component.Inventory.Values)
{
if (!PrototypeManager.TryIndex<EntityPrototype>(entry.ID, out var proto))
{
Log.Error($"Unable to find entity prototype {entry.ID} on {ToPrettyString(uid)} vending.");
continue;
}
price += entry.Amount * _pricing.GetEstimatedPrice(proto);
}
args.Price += price;
}
protected override void OnComponentInit(EntityUid uid, VendingMachineComponent component, ComponentInit args)
{
base.OnComponentInit(uid, component, args);
if (HasComp<ApcPowerReceiverComponent>(uid))
{
TryUpdateVisualState(uid, component);
}
}
private void OnActivatableUIOpenAttempt(EntityUid uid, VendingMachineComponent component, ActivatableUIOpenAttemptEvent args)
{
if (component.Broken)
args.Cancel();
}
private void OnBoundUIOpened(EntityUid uid, VendingMachineComponent component, BoundUIOpenedEvent args)
{
UpdateVendingMachineInterfaceState(uid, component);
}
private void OnBoundUIClosed(EntityUid uid, VendingMachineComponent component, BoundUIClosedEvent args)
{
// Only vendors that advertise will send message after dispensing
if (component.ShouldSayThankYou && TryComp<AdvertiseComponent>(uid, out var advertise))
{
_advertise.SayThankYou(uid, advertise);
component.ShouldSayThankYou = false;
}
}
private void UpdateVendingMachineInterfaceState(EntityUid uid, VendingMachineComponent component)
{
var state = new VendingMachineInterfaceState(GetAllInventory(uid, component));
_userInterfaceSystem.TrySetUiState(uid, VendingMachineUiKey.Key, state);
}
private void OnInventoryEjectMessage(EntityUid uid, VendingMachineComponent component, VendingMachineEjectMessage args)
{
if (!this.IsPowered(uid, EntityManager))
return;
if (args.Session.AttachedEntity is not { Valid: true } entity || Deleted(entity))
return;
AuthorizedVend(uid, entity, args.Type, args.ID, component);
}
private void OnPowerChanged(EntityUid uid, VendingMachineComponent component, ref PowerChangedEvent args)
{
TryUpdateVisualState(uid, component);
}
private void OnBreak(EntityUid uid, VendingMachineComponent vendComponent, BreakageEventArgs eventArgs)
{
vendComponent.Broken = true;
TryUpdateVisualState(uid, vendComponent);
}
private void OnEmagged(EntityUid uid, VendingMachineComponent component, ref GotEmaggedEvent args)
{
// only emag if there are emag-only items
args.Handled = component.EmaggedInventory.Count > 0;
}
private void OnDamage(EntityUid uid, VendingMachineComponent component, DamageChangedEvent args)
{
if (component.Broken || component.DispenseOnHitCoolingDown ||
component.DispenseOnHitChance == null || args.DamageDelta == null)
return;
if (args.DamageIncreased && args.DamageDelta.GetTotal() >= component.DispenseOnHitThreshold &&
_random.Prob(component.DispenseOnHitChance.Value))
{
if (component.DispenseOnHitCooldown > 0f)
component.DispenseOnHitCoolingDown = true;
EjectRandom(uid, throwItem: true, forceEject: true, component);
}
}
private void OnSelfDispense(EntityUid uid, VendingMachineComponent component, VendingMachineSelfDispenseEvent args)
{
if (args.Handled)
return;
args.Handled = true;
EjectRandom(uid, throwItem: true, forceEject: false, component);
}
private void OnDoAfter(EntityUid uid, VendingMachineComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Args.Used == null)
return;
if (!TryComp<VendingMachineRestockComponent>(args.Args.Used, out var restockComponent))
{
Log.Error($"{ToPrettyString(args.Args.User)} tried to restock {ToPrettyString(uid)} with {ToPrettyString(args.Args.Used.Value)} which did not have a VendingMachineRestockComponent.");
return;
}
TryRestockInventory(uid, component);
Popup.PopupEntity(Loc.GetString("vending-machine-restock-done", ("this", args.Args.Used), ("user", args.Args.User), ("target", uid)), args.Args.User, PopupType.Medium);
Audio.PlayPvs(restockComponent.SoundRestockDone, uid, AudioParams.Default.WithVolume(-2f).WithVariation(0.2f));
Del(args.Args.Used.Value);
args.Handled = true;
}
/// <summary>
/// Sets the <see cref="VendingMachineComponent.CanShoot"/> property of the vending machine.
/// </summary>
public void SetShooting(EntityUid uid, bool canShoot, VendingMachineComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.CanShoot = canShoot;
}
public void Deny(EntityUid uid, VendingMachineComponent? vendComponent = null)
{
if (!Resolve(uid, ref vendComponent))
return;
if (vendComponent.Denying)
return;
vendComponent.Denying = true;
Audio.PlayPvs(vendComponent.SoundDeny, uid, AudioParams.Default.WithVolume(-2f));
TryUpdateVisualState(uid, vendComponent);
}
/// <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.PopupEntity(Loc.GetString("vending-machine-component-try-eject-access-denied"), uid);
Deny(uid, vendComponent);
return false;
}
/// <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, VendingMachineComponent? vendComponent = null)
{
if (!Resolve(uid, ref vendComponent))
return;
if (vendComponent.Ejecting || vendComponent.Broken || !this.IsPowered(uid, EntityManager))
{
return;
}
var entry = GetEntry(uid, itemId, type, vendComponent);
if (entry == null)
{
Popup.PopupEntity(Loc.GetString("vending-machine-component-try-eject-invalid-item"), uid);
Deny(uid, vendComponent);
return;
}
if (entry.Amount <= 0)
{
Popup.PopupEntity(Loc.GetString("vending-machine-component-try-eject-out-of-stock"), uid);
Deny(uid, vendComponent);
return;
}
if (string.IsNullOrEmpty(entry.ID))
return;
// Start Ejecting, and prevent users from ordering while anim playing
vendComponent.Ejecting = true;
vendComponent.NextItemToEject = entry.ID;
vendComponent.ThrowNextItem = throwItem;
vendComponent.ShouldSayThankYou = true;
entry.Amount--;
UpdateVendingMachineInterfaceState(uid, vendComponent);
TryUpdateVisualState(uid, vendComponent);
Audio.PlayPvs(vendComponent.SoundVend, uid);
}
/// <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, component);
}
}
/// <summary>
/// Tries to update the visuals of the component based on its current state.
/// </summary>
public void TryUpdateVisualState(EntityUid uid, VendingMachineComponent? vendComponent = null)
{
if (!Resolve(uid, ref vendComponent))
return;
var finalState = VendingMachineVisualState.Normal;
if (vendComponent.Broken)
{
finalState = VendingMachineVisualState.Broken;
}
else if (vendComponent.Ejecting)
{
finalState = VendingMachineVisualState.Eject;
}
else if (vendComponent.Denying)
{
finalState = VendingMachineVisualState.Deny;
}
else if (!this.IsPowered(uid, EntityManager))
{
finalState = VendingMachineVisualState.Off;
}
_appearanceSystem.SetData(uid, VendingMachineVisuals.VisualState, finalState);
}
/// <summary>
/// Ejects a random item from the available stock. Will do nothing if the vending machine is empty.
/// </summary>
/// <param name="uid"></param>
/// <param name="throwItem">Whether to throw the item in a random direction after dispensing it.</param>
/// <param name="forceEject">Whether to skip the regular ejection checks and immediately dispense the item without animation.</param>
/// <param name="vendComponent"></param>
public void EjectRandom(EntityUid uid, bool throwItem, bool forceEject = false, VendingMachineComponent? vendComponent = null)
{
if (!Resolve(uid, ref vendComponent))
return;
var availableItems = GetAvailableInventory(uid, vendComponent);
if (availableItems.Count <= 0)
return;
var item = _random.Pick(availableItems);
if (forceEject)
{
vendComponent.NextItemToEject = item.ID;
vendComponent.ThrowNextItem = throwItem;
var entry = GetEntry(uid, item.ID, item.Type, vendComponent);
if (entry != null)
entry.Amount--;
EjectItem(uid, vendComponent, forceEject);
}
else
{
TryEjectVendorItem(uid, item.Type, item.ID, throwItem, vendComponent);
}
}
private void EjectItem(EntityUid uid, VendingMachineComponent? vendComponent = null, bool forceEject = false)
{
if (!Resolve(uid, ref vendComponent))
return;
// No need to update the visual state because we never changed it during a forced eject
if (!forceEject)
TryUpdateVisualState(uid, vendComponent);
if (string.IsNullOrEmpty(vendComponent.NextItemToEject))
{
vendComponent.ThrowNextItem = false;
return;
}
var ent = Spawn(vendComponent.NextItemToEject, Transform(uid).Coordinates);
if (vendComponent.ThrowNextItem)
{
var range = vendComponent.NonLimitedEjectRange;
var direction = new Vector2(_random.NextFloat(-range, range), _random.NextFloat(-range, range));
_throwingSystem.TryThrow(ent, direction, vendComponent.NonLimitedEjectForce);
}
vendComponent.NextItemToEject = null;
vendComponent.ThrowNextItem = false;
}
private 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);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<VendingMachineComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.Ejecting)
{
comp.EjectAccumulator += frameTime;
if (comp.EjectAccumulator >= comp.EjectDelay)
{
comp.EjectAccumulator = 0f;
comp.Ejecting = false;
EjectItem(uid, comp);
}
}
if (comp.Denying)
{
comp.DenyAccumulator += frameTime;
if (comp.DenyAccumulator >= comp.DenyDelay)
{
comp.DenyAccumulator = 0f;
comp.Denying = false;
TryUpdateVisualState(uid, comp);
}
}
if (comp.DispenseOnHitCoolingDown)
{
comp.DispenseOnHitAccumulator += frameTime;
if (comp.DispenseOnHitAccumulator >= comp.DispenseOnHitCooldown)
{
comp.DispenseOnHitAccumulator = 0f;
comp.DispenseOnHitCoolingDown = false;
}
}
}
var disabled = EntityQueryEnumerator<EmpDisabledComponent, VendingMachineComponent>();
while (disabled.MoveNext(out var uid, out _, out var comp))
{
if (comp.NextEmpEject < _timing.CurTime)
{
EjectRandom(uid, true, false, comp);
comp.NextEmpEject += TimeSpan.FromSeconds(5 * comp.EjectDelay);
}
}
}
public void TryRestockInventory(EntityUid uid, VendingMachineComponent? vendComponent = null)
{
if (!Resolve(uid, ref vendComponent))
return;
RestockInventoryFromPrototype(uid, vendComponent);
UpdateVendingMachineInterfaceState(uid, vendComponent);
TryUpdateVisualState(uid, vendComponent);
}
private void OnPriceCalculation(EntityUid uid, VendingMachineRestockComponent component, ref PriceCalculationEvent args)
{
List<double> priceSets = new();
// Find the most expensive inventory and use that as the highest price.
foreach (var vendingInventory in component.CanRestock)
{
double total = 0;
if (PrototypeManager.TryIndex(vendingInventory, out VendingMachineInventoryPrototype? inventoryPrototype))
{
foreach (var (item, amount) in inventoryPrototype.StartingInventory)
{
if (PrototypeManager.TryIndex(item, out EntityPrototype? entity))
total += _pricing.GetEstimatedPrice(entity) * amount;
}
}
priceSets.Add(total);
}
args.Price += priceSets.Max();
}
private void OnEmpPulse(EntityUid uid, VendingMachineComponent component, ref EmpPulseEvent args)
{
if (!component.Broken && this.IsPowered(uid, EntityManager))
{
args.Affected = true;
args.Disabled = true;
component.NextEmpEject = _timing.CurTime;
}
}
}
}