207 lines
7.6 KiB
C#
207 lines
7.6 KiB
C#
using System.Linq;
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using Content.Shared.VendingMachines;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Client.VendingMachines;
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public sealed class VendingMachineSystem : SharedVendingMachineSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = 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, AppearanceChangeEvent>(OnAppearanceChange);
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SubscribeLocalEvent<VendingMachineComponent, AnimationCompletedEvent>(OnAnimationCompleted);
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SubscribeLocalEvent<VendingMachineComponent, ComponentHandleState>(OnVendingHandleState);
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}
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private void OnVendingHandleState(Entity<VendingMachineComponent> entity, ref ComponentHandleState args)
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{
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if (args.Current is not VendingMachineComponentState state)
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return;
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var uid = entity.Owner;
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var component = entity.Comp;
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component.Contraband = state.Contraband;
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component.EjectEnd = state.EjectEnd;
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component.DenyEnd = state.DenyEnd;
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component.DispenseOnHitEnd = state.DispenseOnHitEnd;
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// If all we did was update amounts then we can leave BUI buttons in place.
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var fullUiUpdate = !component.Inventory.Keys.SequenceEqual(state.Inventory.Keys) ||
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!component.EmaggedInventory.Keys.SequenceEqual(state.EmaggedInventory.Keys) ||
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!component.ContrabandInventory.Keys.SequenceEqual(state.ContrabandInventory.Keys);
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component.Inventory.Clear();
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component.EmaggedInventory.Clear();
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component.ContrabandInventory.Clear();
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foreach (var entry in state.Inventory)
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{
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component.Inventory.Add(entry.Key, new(entry.Value));
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}
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foreach (var entry in state.EmaggedInventory)
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{
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component.EmaggedInventory.Add(entry.Key, new(entry.Value));
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}
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foreach (var entry in state.ContrabandInventory)
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{
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component.ContrabandInventory.Add(entry.Key, new(entry.Value));
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}
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if (UISystem.TryGetOpenUi<VendingMachineBoundUserInterface>(uid, VendingMachineUiKey.Key, out var bui))
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{
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if (fullUiUpdate)
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{
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bui.Refresh();
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}
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else
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{
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bui.UpdateAmounts();
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}
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}
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}
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protected override void UpdateUI(Entity<VendingMachineComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp))
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return;
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if (UISystem.TryGetOpenUi<VendingMachineBoundUserInterface>(entity.Owner,
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VendingMachineUiKey.Key,
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out var bui))
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{
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bui.UpdateAmounts();
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}
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}
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private void OnAnimationCompleted(EntityUid uid, VendingMachineComponent component, AnimationCompletedEvent args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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if (!TryComp<AppearanceComponent>(uid, out var appearance) ||
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!_appearanceSystem.TryGetData<VendingMachineVisualState>(uid, VendingMachineVisuals.VisualState, out var visualState, appearance))
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{
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visualState = VendingMachineVisualState.Normal;
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}
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UpdateAppearance(uid, visualState, component, sprite);
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}
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private void OnAppearanceChange(EntityUid uid, VendingMachineComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!args.AppearanceData.TryGetValue(VendingMachineVisuals.VisualState, out var visualStateObject) ||
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visualStateObject is not VendingMachineVisualState visualState)
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{
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visualState = VendingMachineVisualState.Normal;
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}
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UpdateAppearance(uid, visualState, component, args.Sprite);
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}
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private void UpdateAppearance(EntityUid uid, VendingMachineVisualState visualState, VendingMachineComponent component, SpriteComponent sprite)
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{
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SetLayerState(VendingMachineVisualLayers.Base, component.OffState, (uid, sprite));
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switch (visualState)
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{
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case VendingMachineVisualState.Normal:
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SetLayerState(VendingMachineVisualLayers.BaseUnshaded, component.NormalState, (uid, sprite));
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SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, (uid, sprite));
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break;
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case VendingMachineVisualState.Deny:
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if (component.LoopDenyAnimation)
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SetLayerState(VendingMachineVisualLayers.BaseUnshaded, component.DenyState, (uid, sprite));
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else
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PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, component.DenyState, (float)component.DenyDelay.TotalSeconds, sprite);
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SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, (uid, sprite));
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break;
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case VendingMachineVisualState.Eject:
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PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, component.EjectState, (float)component.EjectDelay.TotalSeconds, sprite);
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SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, (uid, sprite));
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break;
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case VendingMachineVisualState.Broken:
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HideLayers((uid, sprite));
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SetLayerState(VendingMachineVisualLayers.Base, component.BrokenState, (uid, sprite));
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break;
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case VendingMachineVisualState.Off:
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HideLayers((uid, sprite));
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break;
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}
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}
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private void SetLayerState(VendingMachineVisualLayers layer, string? state, Entity<SpriteComponent> sprite)
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{
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if (string.IsNullOrEmpty(state))
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return;
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_sprite.LayerSetVisible(sprite.AsNullable(), layer, true);
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_sprite.LayerSetAutoAnimated(sprite.AsNullable(), layer, true);
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_sprite.LayerSetRsiState(sprite.AsNullable(), layer, state);
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}
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private void PlayAnimation(EntityUid uid, VendingMachineVisualLayers layer, string? state, float animationTime, SpriteComponent sprite)
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{
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if (string.IsNullOrEmpty(state))
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return;
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if (!_animationPlayer.HasRunningAnimation(uid, state))
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{
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var animation = GetAnimation(layer, state, animationTime);
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_sprite.LayerSetVisible((uid, sprite), layer, true);
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_animationPlayer.Play(uid, animation, state);
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}
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}
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private static Animation GetAnimation(VendingMachineVisualLayers layer, string state, float animationTime)
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{
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return new Animation
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{
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Length = TimeSpan.FromSeconds(animationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = layer,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(state, 0f)
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}
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}
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}
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};
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}
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private void HideLayers(Entity<SpriteComponent> sprite)
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{
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HideLayer(VendingMachineVisualLayers.BaseUnshaded, sprite);
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HideLayer(VendingMachineVisualLayers.Screen, sprite);
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}
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private void HideLayer(VendingMachineVisualLayers layer, Entity<SpriteComponent> sprite)
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{
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if (!_sprite.LayerMapTryGet(sprite.AsNullable(), layer, out var actualLayer, false))
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return;
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_sprite.LayerSetVisible(sprite.AsNullable(), actualLayer, false);
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}
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}
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