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