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