Fix unlabeled jugs in ChemVend (#29178)

* Spawn dummy entities on client for vending machine UI

* Asked sloth, and we kinda need this pr

---------

Co-authored-by: Vasilis <vasilis@pikachu.systems>
This commit is contained in:
Tayrtahn
2024-06-23 13:31:34 -04:00
committed by GitHub
parent ba164f9e48
commit ac1bdd2c84
3 changed files with 43 additions and 18 deletions

View File

@@ -4,10 +4,11 @@ using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.Controls;
using Content.Client.Stylesheets;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
using FancyWindow = Content.Client.UserInterface.Controls.FancyWindow;
using Content.Shared.IdentityManagement;
using Robust.Shared.Timing;
namespace Content.Client.VendingMachines.UI
{
@@ -15,6 +16,10 @@ namespace Content.Client.VendingMachines.UI
public sealed partial class VendingMachineMenu : FancyWindow
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private readonly Dictionary<EntProtoId, EntityUid> _dummies = [];
public event Action<ItemList.ItemListSelectedEventArgs>? OnItemSelected;
public event Action<string>? OnSearchChanged;
@@ -36,6 +41,22 @@ namespace Content.Client.VendingMachines.UI
};
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
// Don't clean up dummies during disposal or we'll just have to spawn them again
if (!disposing)
return;
// Delete any dummy items we spawned
foreach (var entity in _dummies.Values)
{
_entityManager.QueueDeleteEntity(entity);
}
_dummies.Clear();
}
/// <summary>
/// Populates the list of available items on the vending machine interface
/// and sets icons based on their prototypes
@@ -72,11 +93,16 @@ namespace Content.Client.VendingMachines.UI
vendingItem.Text = string.Empty;
vendingItem.Icon = null;
var itemName = entry.ID;
if (!_dummies.TryGetValue(entry.ID, out var dummy))
{
dummy = _entityManager.Spawn(entry.ID);
_dummies.Add(entry.ID, dummy);
}
var itemName = Identity.Name(dummy, _entityManager);
Texture? icon = null;
if (_prototypeManager.TryIndex<EntityPrototype>(entry.ID, out var prototype))
{
itemName = prototype.Name;
icon = spriteSystem.GetPrototypeIcon(prototype).Default;
}