mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 16:47:26 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
321 lines
12 KiB
C#
321 lines
12 KiB
C#
using System.Linq;
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using System.Numerics;
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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.Server.Vocalization.Systems;
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using Content.Shared.Cargo;
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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.Emp;
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using Content.Shared.IdentityManagement;
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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.Shared.Audio;
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using Robust.Shared.Player;
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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 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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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, DamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<VendingMachineComponent, PriceCalculationEvent>(OnVendingPrice);
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SubscribeLocalEvent<VendingMachineComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<VendingMachineComponent, TryVocalizeEvent>(OnTryVocalize);
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SubscribeLocalEvent<VendingMachineComponent, ActivatableUIOpenAttemptEvent>(OnActivatableUIOpenAttempt);
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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 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 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 != null)
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{
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component.DispenseOnHitEnd = Timing.CurTime + component.DispenseOnHitCooldown.Value;
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}
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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-self", ("target", uid)), args.Args.User, args.Args.User, PopupType.Medium);
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var othersFilter = Filter.PvsExcept(args.Args.User);
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Popup.PopupEntity(Loc.GetString("vending-machine-restock-done-others", ("user", Identity.Entity(args.User, EntityManager)), ("target", uid)), args.Args.User, othersFilter, true, 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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/// <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, user: null, vendComponent: vendComponent);
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}
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}
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protected override 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 xform = Transform(uid);
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var spawnCoordinates = xform.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 + xform.LocalRotation - Math.PI / 2).ToVec() * 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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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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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 += (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;
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}
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}
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priceSets.Add(total);
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}
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args.Price += priceSets.Max();
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}
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private void OnEmpPulse(EntityUid uid, VendingMachineComponent component, ref EmpPulseEvent args)
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{
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if (!component.Broken && this.IsPowered(uid, EntityManager))
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{
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args.Affected = true;
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args.Disabled = true;
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component.NextEmpEject = _timing.CurTime;
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}
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}
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private void OnTryVocalize(Entity<VendingMachineComponent> ent, ref TryVocalizeEvent args)
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{
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args.Cancelled |= ent.Comp.Broken;
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}
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}
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}
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