SS14-12462 Nerf food and drink vending machines (#25999)

* SS14-17183 Nerf vending machines

Vending machines provide too much food
(and drink) at the moment to the crew,
robbing the chef/bartender of a reason
to exist, and robbing the janitor of a reason
to want to refil vending machines early in
the round.

This PR adds a new "initialStockQuality" field
to vending machines and sets it at 0.33 for almost all
food and drink vendors. The intent at the moment
is to drop food and drink vending machine stocks
by somewhere around a half - two thirds of the time,
about two-thirds of the stock of a given item will be
missing.

This number can be tuned to discourage people relying
on vending machines and make round start
a bit more variable when hunting noms.

* Add comment to InitialStockQuality.

* Update Content.Shared/VendingMachines/VendingMachineComponent.cs

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
This commit is contained in:
Hannah Giovanna Dawson
2024-03-15 23:28:00 +00:00
committed by GitHub
parent 4aa72af574
commit 41093ab03c
3 changed files with 39 additions and 9 deletions

View File

@@ -7,6 +7,7 @@ using Content.Shared.Popups;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Random;
namespace Content.Shared.VendingMachines;
@@ -17,6 +18,7 @@ public abstract partial class SharedVendingMachineSystem : EntitySystem
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] protected readonly SharedPopupSystem Popup = default!;
[Dependency] protected readonly IRobustRandom Randomizer = default!;
public override void Initialize()
{
@@ -27,11 +29,11 @@ public abstract partial class SharedVendingMachineSystem : EntitySystem
protected virtual void OnComponentInit(EntityUid uid, VendingMachineComponent component, ComponentInit args)
{
RestockInventoryFromPrototype(uid, component);
RestockInventoryFromPrototype(uid, component, component.InitialStockQuality);
}
public void RestockInventoryFromPrototype(EntityUid uid,
VendingMachineComponent? component = null)
VendingMachineComponent? component = null, float restockQuality = 1f)
{
if (!Resolve(uid, ref component))
{
@@ -41,9 +43,9 @@ public abstract partial class SharedVendingMachineSystem : EntitySystem
if (!PrototypeManager.TryIndex(component.PackPrototypeId, out VendingMachineInventoryPrototype? packPrototype))
return;
AddInventoryFromPrototype(uid, packPrototype.StartingInventory, InventoryType.Regular, component);
AddInventoryFromPrototype(uid, packPrototype.EmaggedInventory, InventoryType.Emagged, component);
AddInventoryFromPrototype(uid, packPrototype.ContrabandInventory, InventoryType.Contraband, component);
AddInventoryFromPrototype(uid, packPrototype.StartingInventory, InventoryType.Regular, component, restockQuality);
AddInventoryFromPrototype(uid, packPrototype.EmaggedInventory, InventoryType.Emagged, component, restockQuality);
AddInventoryFromPrototype(uid, packPrototype.ContrabandInventory, InventoryType.Contraband, component, restockQuality);
}
/// <summary>
@@ -80,7 +82,7 @@ public abstract partial class SharedVendingMachineSystem : EntitySystem
private void AddInventoryFromPrototype(EntityUid uid, Dictionary<string, uint>? entries,
InventoryType type,
VendingMachineComponent? component = null)
VendingMachineComponent? component = null, float restockQuality = 1.0f)
{
if (!Resolve(uid, ref component) || entries == null)
{
@@ -107,6 +109,15 @@ public abstract partial class SharedVendingMachineSystem : EntitySystem
{
if (PrototypeManager.HasIndex<EntityPrototype>(id))
{
var restock = amount;
var chanceOfMissingStock = 1 - restockQuality;
var result = Randomizer.NextFloat(0, 1);
if (result < chanceOfMissingStock)
{
restock = (uint) Math.Floor(amount * result / chanceOfMissingStock);
}
if (inventory.TryGetValue(id, out var entry))
// Prevent a machine's stock from going over three times
// the prototype's normal amount. This is an arbitrary
@@ -114,9 +125,9 @@ public abstract partial class SharedVendingMachineSystem : EntitySystem
// restocking a machine who doesn't want to force vend out
// all the items just to restock one empty slot without
// losing the rest of the restock.
entry.Amount = Math.Min(entry.Amount + amount, 3 * amount);
entry.Amount = Math.Min(entry.Amount + amount, 3 * restock);
else
inventory.Add(id, new VendingMachineInventoryEntry(type, id, amount));
inventory.Add(id, new VendingMachineInventoryEntry(type, id, restock));
}
}
}