The light itself should already turn off due to `LitOnPowered` component, but the broken state of a VendingMachine did not. Fixes #33382
532 lines
21 KiB
C#
532 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.Advertise.Components;
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using Content.Server.Cargo.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.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.Power;
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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 Content.Shared.Wall;
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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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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 PricingSystem _pricing = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SpeakOnUIClosedSystem _speakOnUIClosed = default!;
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[Dependency] private readonly SharedPointLightSystem _light = default!;
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private const float WallVendEjectDistanceFromWall = 1f;
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public override void Initialize()
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{
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base.Initialize();
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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>(OnDamageChanged);
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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<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 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 OnMapInit(EntityUid uid, VendingMachineComponent component, MapInitEvent args)
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{
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base.OnMapInit(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 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.Actor 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 OnDamageChanged(EntityUid uid, VendingMachineComponent component, DamageChangedEvent args)
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{
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if (!args.DamageIncreased && component.Broken)
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{
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component.Broken = false;
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TryUpdateVisualState(uid, component);
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return;
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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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/// <summary>
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/// Sets the <see cref="VendingMachineComponent.Contraband"/> property of the vending machine.
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/// </summary>
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public void SetContraband(EntityUid uid, bool contraband, 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.Contraband = contraband;
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Dirty(uid, component);
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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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if (TryComp(uid, out SpeakOnUIClosedComponent? speakComponent))
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_speakOnUIClosed.TrySetFlag((uid, speakComponent));
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entry.Amount--;
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Dirty(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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if (_light.TryGetLight(uid, out var pointlight))
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{
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var lightState = finalState != VendingMachineVisualState.Broken && finalState != VendingMachineVisualState.Off;
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_light.SetEnabled(uid, lightState, pointlight);
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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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// Default spawn coordinates
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var spawnCoordinates = Transform(uid).Coordinates;
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//Make sure the wallvends spawn outside of the wall.
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if (TryComp<WallMountComponent>(uid, out var wallMountComponent))
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{
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var offset = wallMountComponent.Direction.ToWorldVec() * WallVendEjectDistanceFromWall;
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spawnCoordinates = spawnCoordinates.Offset(offset);
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}
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var ent = Spawn(vendComponent.NextItemToEject, spawnCoordinates);
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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);
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return component.Inventory.GetValueOrDefault(entryId);
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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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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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comp.EjectAccumulator += frameTime;
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if (comp.EjectAccumulator >= comp.EjectDelay)
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{
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comp.EjectAccumulator = 0f;
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comp.Ejecting = false;
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EjectItem(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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comp.DenyAccumulator += frameTime;
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if (comp.DenyAccumulator >= comp.DenyDelay)
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{
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comp.DenyAccumulator = 0f;
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comp.Denying = false;
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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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comp.DispenseOnHitAccumulator += frameTime;
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if (comp.DispenseOnHitAccumulator >= comp.DispenseOnHitCooldown)
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{
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comp.DispenseOnHitAccumulator = 0f;
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comp.DispenseOnHitCoolingDown = false;
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}
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}
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}
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var disabled = EntityQueryEnumerator<EmpDisabledComponent, VendingMachineComponent>();
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while (disabled.MoveNext(out var uid, out _, out var comp))
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{
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if (comp.NextEmpEject < _timing.CurTime)
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{
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EjectRandom(uid, true, false, comp);
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comp.NextEmpEject += TimeSpan.FromSeconds(5 * comp.EjectDelay);
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}
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}
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}
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public void TryRestockInventory(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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RestockInventoryFromPrototype(uid, vendComponent);
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Dirty(uid, vendComponent);
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TryUpdateVisualState(uid, vendComponent);
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}
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private void OnPriceCalculation(EntityUid uid, VendingMachineRestockComponent component, ref PriceCalculationEvent args)
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{
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List<double> priceSets = new();
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// Find the most expensive inventory and use that as the highest price.
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foreach (var vendingInventory in component.CanRestock)
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{
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double total = 0;
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if (PrototypeManager.TryIndex(vendingInventory, out VendingMachineInventoryPrototype? inventoryPrototype))
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{
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foreach (var (item, amount) in inventoryPrototype.StartingInventory)
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{
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if (PrototypeManager.TryIndex(item, out EntityPrototype? entity))
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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;
|
|
}
|
|
}
|
|
}
|
|
}
|