429 lines
16 KiB
C#
429 lines
16 KiB
C#
using System.Linq;
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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.Advertise.Components;
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using Content.Shared.Advertise.Systems;
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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.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Power.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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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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namespace Content.Shared.VendingMachines;
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public abstract partial class SharedVendingMachineSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] protected readonly SharedPointLightSystem Light = default!;
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[Dependency] private readonly SharedPowerReceiverSystem _receiver = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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[Dependency] private readonly SharedSpeakOnUIClosedSystem _speakOn = default!;
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[Dependency] protected readonly SharedUserInterfaceSystem UISystem = default!;
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[Dependency] protected readonly IRobustRandom Randomizer = default!;
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[Dependency] private readonly EmagSystem _emag = 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, ComponentGetState>(OnVendingGetState);
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SubscribeLocalEvent<VendingMachineComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<VendingMachineComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<VendingMachineComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<VendingMachineComponent, RestockDoAfterEvent>(OnRestockDoAfter);
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SubscribeLocalEvent<VendingMachineRestockComponent, AfterInteractEvent>(OnAfterInteract);
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Subs.BuiEvents<VendingMachineComponent>(VendingMachineUiKey.Key, subs =>
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{
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subs.Event<VendingMachineEjectMessage>(OnInventoryEjectMessage);
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});
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}
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private void OnVendingGetState(Entity<VendingMachineComponent> entity, ref ComponentGetState args)
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{
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var component = entity.Comp;
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var inventory = new Dictionary<string, VendingMachineInventoryEntry>();
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var emaggedInventory = new Dictionary<string, VendingMachineInventoryEntry>();
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var contrabandInventory = new Dictionary<string, VendingMachineInventoryEntry>();
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foreach (var weh in component.Inventory)
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{
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inventory[weh.Key] = new(weh.Value);
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}
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foreach (var weh in component.EmaggedInventory)
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{
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emaggedInventory[weh.Key] = new(weh.Value);
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}
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foreach (var weh in component.ContrabandInventory)
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{
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contrabandInventory[weh.Key] = new(weh.Value);
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}
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args.State = new VendingMachineComponentState()
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{
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Inventory = inventory,
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EmaggedInventory = emaggedInventory,
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ContrabandInventory = contrabandInventory,
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Contraband = component.Contraband,
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EjectEnd = component.EjectEnd,
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DenyEnd = component.DenyEnd,
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DispenseOnHitEnd = component.DispenseOnHitEnd,
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Broken = component.Broken,
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};
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<VendingMachineComponent>();
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var curTime = Timing.CurTime;
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.Ejecting)
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{
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if (curTime > comp.EjectEnd)
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{
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comp.EjectEnd = null;
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Dirty(uid, comp);
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EjectItem(uid, comp);
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UpdateUI((uid, comp));
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}
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}
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if (comp.Denying)
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{
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if (curTime > comp.DenyEnd)
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{
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comp.DenyEnd = null;
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Dirty(uid, comp);
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TryUpdateVisualState((uid, comp));
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}
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}
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if (comp.DispenseOnHitCoolingDown)
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{
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if (curTime > comp.DispenseOnHitEnd)
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{
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comp.DispenseOnHitEnd = null;
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Dirty(uid, comp);
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}
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}
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}
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}
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private void OnInventoryEjectMessage(Entity<VendingMachineComponent> entity, ref VendingMachineEjectMessage args)
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{
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if (!_receiver.IsPowered(entity.Owner) || Deleted(entity))
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return;
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if (args.Actor is not { Valid: true } actor)
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return;
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AuthorizedVend(entity.Owner, actor, args.Type, args.ID, entity.Comp);
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}
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protected virtual void OnMapInit(EntityUid uid, VendingMachineComponent component, MapInitEvent args)
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{
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RestockInventoryFromPrototype(uid, component, component.InitialStockQuality);
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}
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private void OnEmpPulse(Entity<VendingMachineComponent> ent, ref EmpPulseEvent args)
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{
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if (!ent.Comp.Broken && _receiver.IsPowered(ent.Owner))
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{
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args.Affected = true;
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args.Disabled = true;
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ent.Comp.NextEmpEject = Timing.CurTime;
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}
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}
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protected virtual void EjectItem(EntityUid uid, VendingMachineComponent? vendComponent = null, bool forceEject = false) { }
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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.PopupClient(Loc.GetString("vending-machine-component-try-eject-access-denied"), uid, sender);
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Deny((uid, vendComponent), sender);
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return false;
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}
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protected 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);
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return component.Inventory.GetValueOrDefault(entryId);
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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, EntityUid? user = null, 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 || !_receiver.IsPowered(uid))
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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 (string.IsNullOrEmpty(entry?.ID))
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{
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Popup.PopupClient(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.PopupClient(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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// Start Ejecting, and prevent users from ordering while anim playing
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vendComponent.EjectEnd = Timing.CurTime + vendComponent.EjectDelay;
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vendComponent.NextItemToEject = entry.ID;
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vendComponent.ThrowNextItem = throwItem;
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if (TryComp(uid, out SpeakOnUIClosedComponent? speakComponent))
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_speakOn.TrySetFlag((uid, speakComponent));
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entry.Amount--;
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Dirty(uid, vendComponent);
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UpdateUI((uid, vendComponent));
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TryUpdateVisualState((uid, vendComponent));
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Audio.PlayPredicted(vendComponent.SoundVend, uid, user);
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}
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public void Deny(Entity<VendingMachineComponent?> entity, EntityUid? user = null)
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{
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if (!Resolve(entity.Owner, ref entity.Comp))
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return;
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if (entity.Comp.Denying)
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return;
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entity.Comp.DenyEnd = Timing.CurTime + entity.Comp.DenyDelay;
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Audio.PlayPredicted(entity.Comp.SoundDeny, entity.Owner, user, AudioParams.Default.WithVolume(-2f));
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TryUpdateVisualState(entity);
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Dirty(entity);
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}
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protected virtual void UpdateUI(Entity<VendingMachineComponent?> entity) { }
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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(Entity<VendingMachineComponent?> entity)
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{
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if (!Resolve(entity.Owner, ref entity.Comp))
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return;
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var finalState = VendingMachineVisualState.Normal;
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if (entity.Comp.Broken)
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{
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finalState = VendingMachineVisualState.Broken;
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}
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else if (entity.Comp.Ejecting)
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{
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finalState = VendingMachineVisualState.Eject;
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}
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else if (entity.Comp.Denying)
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{
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finalState = VendingMachineVisualState.Deny;
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}
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else if (!_receiver.IsPowered(entity.Owner))
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{
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finalState = VendingMachineVisualState.Off;
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}
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// TODO: You know this should really live on the client with netsync off because client knows the state.
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if (Light.TryGetLight(entity.Owner, out var pointlight))
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{
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var lightEnabled = finalState != VendingMachineVisualState.Broken && finalState != VendingMachineVisualState.Off;
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Light.SetEnabled(entity.Owner, lightEnabled, pointlight);
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}
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_appearanceSystem.SetData(entity.Owner, VendingMachineVisuals.VisualState, finalState);
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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, sender, component);
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}
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}
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public void RestockInventoryFromPrototype(EntityUid uid,
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VendingMachineComponent? component = null, float restockQuality = 1f)
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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, restockQuality);
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AddInventoryFromPrototype(uid, packPrototype.EmaggedInventory, InventoryType.Emagged, component, restockQuality);
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AddInventoryFromPrototype(uid, packPrototype.ContrabandInventory, InventoryType.Contraband, component, restockQuality);
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Dirty(uid, component);
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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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if (!_emag.CompareFlag(args.Type, EmagType.Interaction))
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return;
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if (_emag.CheckFlag(uid, EmagType.Interaction))
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return;
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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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/// <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"/> with the EmagType.Interaction flag 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 (_emag.CheckFlag(uid, EmagType.Interaction))
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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, float restockQuality = 1.0f)
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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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var restock = amount;
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var chanceOfMissingStock = 1 - restockQuality;
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var result = Randomizer.NextFloat(0, 1);
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if (result < chanceOfMissingStock)
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{
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restock = (uint) Math.Floor(amount * result / chanceOfMissingStock);
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}
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if (inventory.TryGetValue(id, out var 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 * restock);
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else
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inventory.Add(id, new VendingMachineInventoryEntry(type, id, restock));
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}
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}
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}
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}
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