Files
tbd-station-14/Content.Server/GameObjects/Components/VendingMachines/VendingMachineComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

304 lines
10 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.VendingMachines;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.VendingMachines;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.SharedWiresComponent;
namespace Content.Server.GameObjects.Components.VendingMachines
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class VendingMachineComponent : SharedVendingMachineComponent, IActivate, IExamine, IBreakAct, IWires
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private bool _ejecting;
private TimeSpan _animationDuration = TimeSpan.Zero;
[DataField("pack")]
private string _packPrototypeId = string.Empty;
private string? _description;
private string _spriteName = "";
private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
private bool _broken;
[DataField("soundVend")]
// Grabbed from: https://github.com/discordia-space/CEV-Eris/blob/f702afa271136d093ddeb415423240a2ceb212f0/sound/machines/vending_drop.ogg
private string _soundVend = "/Audio/Machines/machine_vend.ogg";
[DataField("soundDeny")]
// Yoinked from: https://github.com/discordia-space/CEV-Eris/blob/35bbad6764b14e15c03a816e3e89aa1751660ba9/sound/machines/Custom_deny.ogg
private string _soundDeny = "/Audio/Machines/custom_deny.ogg";
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(VendingMachineUiKey.Key);
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if(!eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
return;
}
if (!Powered)
return;
var wires = Owner.GetComponent<WiresComponent>();
if (wires.IsPanelOpen)
{
wires.OpenInterface(actor.playerSession);
} else
{
UserInterface?.Toggle(actor.playerSession);
}
}
private void InitializeFromPrototype()
{
if (string.IsNullOrEmpty(_packPrototypeId)) { return; }
if (!_prototypeManager.TryIndex(_packPrototypeId, out VendingMachineInventoryPrototype? packPrototype))
{
return;
}
Owner.Name = packPrototype.Name;
_description = packPrototype.Description;
_animationDuration = TimeSpan.FromSeconds(packPrototype.AnimationDuration);
_spriteName = packPrototype.SpriteName;
if (!string.IsNullOrEmpty(_spriteName))
{
var spriteComponent = Owner.GetComponent<SpriteComponent>();
const string vendingMachineRSIPath = "Constructible/Power/VendingMachines/{0}.rsi";
spriteComponent.BaseRSIPath = string.Format(vendingMachineRSIPath, _spriteName);
}
var inventory = new List<VendingMachineInventoryEntry>();
foreach(var (id, amount) in packPrototype.StartingInventory)
{
inventory.Add(new VendingMachineInventoryEntry(id, amount));
}
Inventory = inventory;
}
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
{
TrySetVisualState(receiver.Powered ? VendingMachineVisualState.Normal : VendingMachineVisualState.Off);
}
InitializeFromPrototype();
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
UpdatePower(powerChanged);
break;
}
}
private void UpdatePower(PowerChangedMessage args)
{
var state = args.Powered ? VendingMachineVisualState.Normal : VendingMachineVisualState.Off;
TrySetVisualState(state);
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg)
{
if (!Powered)
return;
var message = serverMsg.Message;
switch (message)
{
case VendingMachineEjectMessage msg:
TryEject(msg.ID, serverMsg.Session.AttachedEntity);
break;
case InventorySyncRequestMessage _:
UserInterface?.SendMessage(new VendingMachineInventoryMessage(Inventory));
break;
}
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
if(_description == null) { return; }
message.AddText(_description);
}
private void TryEject(string id)
{
if (_ejecting || _broken)
{
return;
}
var entry = Inventory.Find(x => x.ID == id);
if (entry == null)
{
Owner.PopupMessageEveryone(Loc.GetString("Invalid item"));
Deny();
return;
}
if (entry.Amount <= 0)
{
Owner.PopupMessageEveryone(Loc.GetString("Out of stock"));
Deny();
return;
}
_ejecting = true;
entry.Amount--;
UserInterface?.SendMessage(new VendingMachineInventoryMessage(Inventory));
TrySetVisualState(VendingMachineVisualState.Eject);
Owner.SpawnTimer(_animationDuration, () =>
{
_ejecting = false;
TrySetVisualState(VendingMachineVisualState.Normal);
Owner.EntityManager.SpawnEntity(id, Owner.Transform.Coordinates);
});
EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundVend, Owner, AudioParams.Default.WithVolume(-2f));
}
private void TryEject(string id, IEntity? sender)
{
if (Owner.TryGetComponent<AccessReader>(out var accessReader))
{
if (sender == null || !accessReader.IsAllowed(sender))
{
Owner.PopupMessageEveryone(Loc.GetString("Access denied"));
Deny();
return;
}
}
TryEject(id);
}
private void Deny()
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(_soundDeny, Owner, AudioParams.Default.WithVolume(-2f));
// Play the Deny animation
TrySetVisualState(VendingMachineVisualState.Deny);
//TODO: This duration should be a distinct value specific to the deny animation
Owner.SpawnTimer(_animationDuration, () =>
{
TrySetVisualState(VendingMachineVisualState.Normal);
});
}
private void TrySetVisualState(VendingMachineVisualState state)
{
var finalState = state;
if (_broken)
{
finalState = VendingMachineVisualState.Broken;
}
else if (_ejecting)
{
finalState = VendingMachineVisualState.Eject;
}
else if (!Powered)
{
finalState = VendingMachineVisualState.Off;
}
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(VendingMachineVisuals.VisualState, finalState);
}
}
public void OnBreak(BreakageEventArgs eventArgs)
{
_broken = true;
TrySetVisualState(VendingMachineVisualState.Broken);
}
public enum Wires
{
/// <summary>
/// Shoots a random item when pulsed.
/// </summary>
Shoot
}
void IWires.RegisterWires(WiresComponent.WiresBuilder builder)
{
builder.CreateWire(Wires.Shoot);
}
void IWires.WiresUpdate(WiresUpdateEventArgs args)
{
var identifier = (Wires) args.Identifier;
if (identifier == Wires.Shoot && args.Action == WiresAction.Pulse)
{
EjectRandom();
}
}
/// <summary>
/// Ejects a random item if present.
/// </summary>
private void EjectRandom()
{
var availableItems = Inventory.Where(x => x.Amount > 0).ToList();
if (availableItems.Count <= 0)
{
return;
}
TryEject(_random.Pick(availableItems).ID);
}
}
public class WiresUpdateEventArgs : EventArgs
{
public readonly object Identifier;
public readonly WiresAction Action;
public WiresUpdateEventArgs(object identifier, WiresAction action)
{
Identifier = identifier;
Action = action;
}
}
public interface IWires
{
void RegisterWires(WiresComponent.WiresBuilder builder);
void WiresUpdate(WiresUpdateEventArgs args);
}
}