* DoAfters * Compact Clone() * Fix mice and cuffables * Try generalize attempt events * moves climbabledoafter event to shared, fixes issue with climbable target * Fix merge (cuffing) * Make all events netserializable * handful of doafter events moved * moves the rest of the events to their respective shared folders * Changes all mentions of server doafter to shared * stop stripping cancellation * fix merge errors * draw paused doafters * handle unpausing * missing netserializable ref * removes break on stun reference * removes cuffing state reference * Fix tools * Fix door prying. * Fix construction * Fix dumping * Fix wielding assert * fix rev * Fix test * more test fixes --------- Co-authored-by: keronshb <keronshb@live.com>
120 lines
4.3 KiB
C#
120 lines
4.3 KiB
C#
using Content.Shared.Emag.Components;
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using Robust.Shared.Prototypes;
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using System.Linq;
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using Content.Shared.DoAfter;
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using Robust.Shared.Serialization;
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namespace Content.Shared.VendingMachines;
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public abstract class SharedVendingMachineSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = 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, ComponentInit>(OnComponentInit);
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}
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protected virtual void OnComponentInit(EntityUid uid, VendingMachineComponent component, ComponentInit args)
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{
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RestockInventoryFromPrototype(uid, component);
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}
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public void RestockInventoryFromPrototype(EntityUid uid,
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VendingMachineComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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{
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return;
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}
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if (!_prototypeManager.TryIndex(component.PackPrototypeId, out VendingMachineInventoryPrototype? packPrototype))
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return;
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AddInventoryFromPrototype(uid, packPrototype.StartingInventory, InventoryType.Regular, component);
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AddInventoryFromPrototype(uid, packPrototype.EmaggedInventory, InventoryType.Emagged, component);
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AddInventoryFromPrototype(uid, packPrototype.ContrabandInventory, InventoryType.Contraband, component);
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}
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/// <summary>
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/// Returns all of the vending machine's inventory. Only includes emagged and contraband inventories if
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/// <see cref="EmaggedComponent"/> exists and <see cref="VendingMachineComponent.Contraband"/> is true
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/// are <c>true</c> respectively.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <returns></returns>
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public List<VendingMachineInventoryEntry> GetAllInventory(EntityUid uid, VendingMachineComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return new();
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var inventory = new List<VendingMachineInventoryEntry>(component.Inventory.Values);
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if (HasComp<EmaggedComponent>(uid))
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inventory.AddRange(component.EmaggedInventory.Values);
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if (component.Contraband)
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inventory.AddRange(component.ContrabandInventory.Values);
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return inventory;
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}
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public List<VendingMachineInventoryEntry> GetAvailableInventory(EntityUid uid, VendingMachineComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return new();
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return GetAllInventory(uid, component).Where(_ => _.Amount > 0).ToList();
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}
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private void AddInventoryFromPrototype(EntityUid uid, Dictionary<string, uint>? entries,
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InventoryType type,
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VendingMachineComponent? component = null)
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{
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if (!Resolve(uid, ref component) || entries == null)
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{
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return;
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}
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Dictionary<string, VendingMachineInventoryEntry> inventory;
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switch (type)
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{
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case InventoryType.Regular:
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inventory = component.Inventory;
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break;
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case InventoryType.Emagged:
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inventory = component.EmaggedInventory;
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break;
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case InventoryType.Contraband:
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inventory = component.ContrabandInventory;
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break;
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default:
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return;
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}
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foreach (var (id, amount) in entries)
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{
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if (_prototypeManager.HasIndex<EntityPrototype>(id))
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{
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if (inventory.TryGetValue(id, out VendingMachineInventoryEntry? entry))
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// Prevent a machine's stock from going over three times
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// the prototype's normal amount. This is an arbitrary
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// number and meant to be a convenience for someone
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// restocking a machine who doesn't want to force vend out
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// all the items just to restock one empty slot without
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// losing the rest of the restock.
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entry.Amount = Math.Min(entry.Amount + amount, 3 * amount);
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else
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inventory.Add(id, new VendingMachineInventoryEntry(type, id, amount));
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}
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}
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}
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}
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[Serializable, NetSerializable]
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public sealed class RestockDoAfterEvent : SimpleDoAfterEvent
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{
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}
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