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crystall-punk-14/Content.Server/GameObjects/Components/VendingMachines/VendingMachineComponent.cs

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#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.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
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
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;
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
[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;
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
[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);
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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);
}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg)
{
if (!Powered)
return;
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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);
});
SoundSystem.Play(Filter.Pvs(Owner), _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()
{
SoundSystem.Play(Filter.Pvs(Owner), _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);
}
}