* Reapply "Add limited-reagent dispensers (#23907)" This reverts commit531becd592. # Conflicts: # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Entities/Objects/Specific/chemical-containers.yml # Resources/Prototypes/Entities/Structures/Dispensers/chem.yml * Reapply "Fix comp.Owner (#24206)" This reverts commit2d2405ff93. * Reapply "Use old reagent dispenser beaker slot ID (#24209)" This reverts commit388424e2f3. * Add a container display to dispenser UI (#25391) * Implemented contents display for dispenser UI * Update Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Resolve the netent into a euid first --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Add prediction to hand labeler labels (#25869) Added prediction to labels * scoopable ash and foam, solution transfer prediction (#25832) * move SolutionTransfer to shared and predict as much as possible * fully move OpenableSystem to shared now that SolutionTransfer is * fix imports for everything * doc for solution transfer system * trolling * add scoopable system * make ash and foam scoopable * untroll * untroll real * make clickable it work * troll * the scooping room --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> # Conflicts: # Resources/Prototypes/Entities/Effects/chemistry_effects.yml * Reagent dispenser UI (#27831) * reagent dispenser: fancy window * reagent dispenser: dispense button grid * reagent dispenser: rearrange containers & info * reagent dispenser: remove `reagent-dispenser-window-container-label` * reagent dispenser: add `Scrollcontainer` on right side * reagent dispenser: get rid of pointless actions * reagent dispenser: cleanup actions and `inventory` field on bound ui state * reagent dispenser: cool reagent cards & finishing touches * reagent dispenser: final cleanup and formatting * reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor * reagent dispenser: cleanup code & address minor concerns * reagent dispenser: text in reagent cards no longer clips * reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably * reagent dispenser mayybe this * reagent dispenser: remove `using FastAccessors;` # Conflicts: # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs * Reagent dispenser UI (Again) (#27958) * reagent dispenser: fancy window * reagent dispenser: dispense button grid * reagent dispenser: rearrange containers & info * reagent dispenser: remove `reagent-dispenser-window-container-label` * reagent dispenser: add `Scrollcontainer` on right side * reagent dispenser: get rid of pointless actions * reagent dispenser: cleanup actions and `inventory` field on bound ui state * reagent dispenser: cool reagent cards & finishing touches * reagent dispenser: final cleanup and formatting * reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor * reagent dispenser: cleanup code & address minor concerns * reagent dispenser: text in reagent cards no longer clips * reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably * reagent dispenser mayybe this * reagent dispenser: remove `using FastAccessors;` * delete unused classes * disable reagent button when container is empty * Make things a bit bigger * remove obsolete text color override * пару фиксов поверх * переводики хихиххи * еще переводы * feat: химические картриджи --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com>
205 lines
10 KiB
C#
205 lines
10 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Dispenser;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.FixedPoint;
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using Content.Shared.Nutrition.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Content.Shared.Labels.Components;
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namespace Content.Server.Chemistry.EntitySystems
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{
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/// <summary>
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/// Contains all the server-side logic for reagent dispensers.
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/// <seealso cref="ReagentDispenserComponent"/>
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/// </summary>
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[UsedImplicitly]
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public sealed class ReagentDispenserSystem : EntitySystem
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{
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[Dependency] private readonly AudioSystem _audioSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SolutionTransferSystem _solutionTransferSystem = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly OpenableSystem _openable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ReagentDispenserComponent, ComponentStartup>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ReagentDispenserComponent, SolutionContainerChangedEvent>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ReagentDispenserComponent, EntInsertedIntoContainerMessage>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ReagentDispenserComponent, EntRemovedFromContainerMessage>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ReagentDispenserComponent, BoundUIOpenedEvent>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ReagentDispenserComponent, ReagentDispenserSetDispenseAmountMessage>(OnSetDispenseAmountMessage);
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SubscribeLocalEvent<ReagentDispenserComponent, ReagentDispenserDispenseReagentMessage>(OnDispenseReagentMessage);
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SubscribeLocalEvent<ReagentDispenserComponent, ReagentDispenserClearContainerSolutionMessage>(OnClearContainerSolutionMessage);
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SubscribeLocalEvent<ReagentDispenserComponent, MapInitEvent>(OnMapInit, before: new []{typeof(ItemSlotsSystem)});
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}
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private void SubscribeUpdateUiState<T>(Entity<ReagentDispenserComponent> ent, ref T ev)
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{
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UpdateUiState(ent);
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}
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private void UpdateUiState(Entity<ReagentDispenserComponent> reagentDispenser)
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{
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var outputContainer = _itemSlotsSystem.GetItemOrNull(reagentDispenser, SharedReagentDispenser.OutputSlotName);
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var outputContainerInfo = BuildOutputContainerInfo(outputContainer);
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var inventory = GetInventory(reagentDispenser);
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var state = new ReagentDispenserBoundUserInterfaceState(outputContainerInfo, GetNetEntity(outputContainer), inventory, reagentDispenser.Comp.DispenseAmount);
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_userInterfaceSystem.TrySetUiState(reagentDispenser, ReagentDispenserUiKey.Key, state);
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}
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private ContainerInfo? BuildOutputContainerInfo(EntityUid? container)
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{
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if (container is not { Valid: true })
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return null;
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if (_solutionContainerSystem.TryGetFitsInDispenser(container.Value, out _, out var solution))
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{
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return new ContainerInfo(Name(container.Value), solution.Volume, solution.MaxVolume)
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{
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Reagents = solution.Contents
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};
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}
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return null;
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}
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private List<ReagentInventoryItem> GetInventory(Entity<ReagentDispenserComponent> reagentDispenser)
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{
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var inventory = new List<ReagentInventoryItem>();
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for (var i = 0; i < reagentDispenser.Comp.NumSlots; i++)
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{
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var storageSlotId = ReagentDispenserComponent.BaseStorageSlotId + i;
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var storedContainer = _itemSlotsSystem.GetItemOrNull(reagentDispenser.Owner, storageSlotId);
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// Set label from manually-applied label, or metadata if unavailable
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string reagentLabel;
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if (TryComp<LabelComponent>(storedContainer, out var label) && !string.IsNullOrEmpty(label.CurrentLabel))
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reagentLabel = label.CurrentLabel;
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else if (storedContainer != null)
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reagentLabel = Name(storedContainer.Value);
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else
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continue;
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// Get volume remaining and color of solution
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FixedPoint2 quantity = 0f;
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var reagentColor = Color.White;
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if (storedContainer != null && _solutionContainerSystem.TryGetDrainableSolution(storedContainer.Value, out _, out var sol))
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{
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quantity = sol.Volume;
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reagentColor = sol.GetColor(_prototypeManager);
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}
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inventory.Add(new ReagentInventoryItem(storageSlotId, reagentLabel, quantity, reagentColor));
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}
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return inventory;
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}
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private void OnSetDispenseAmountMessage(Entity<ReagentDispenserComponent> reagentDispenser, ref ReagentDispenserSetDispenseAmountMessage message)
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{
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reagentDispenser.Comp.DispenseAmount = message.ReagentDispenserDispenseAmount;
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UpdateUiState(reagentDispenser);
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ClickSound(reagentDispenser);
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}
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private void OnDispenseReagentMessage(Entity<ReagentDispenserComponent> reagentDispenser, ref ReagentDispenserDispenseReagentMessage message)
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{
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// Ensure that the reagent is something this reagent dispenser can dispense.
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var storedContainer = _itemSlotsSystem.GetItemOrNull(reagentDispenser, message.SlotId);
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if (storedContainer == null)
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return;
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var outputContainer = _itemSlotsSystem.GetItemOrNull(reagentDispenser, SharedReagentDispenser.OutputSlotName);
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if (outputContainer is not { Valid: true } || !_solutionContainerSystem.TryGetFitsInDispenser(outputContainer.Value, out var solution, out _))
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return;
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if (_solutionContainerSystem.TryGetDrainableSolution(storedContainer.Value, out var src, out _) &&
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_solutionContainerSystem.TryGetRefillableSolution(outputContainer.Value, out var dst, out _))
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{
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// force open container, if applicable, to avoid confusing people on why it doesn't dispense
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_openable.SetOpen(storedContainer.Value, true);
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_solutionTransferSystem.Transfer(reagentDispenser,
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storedContainer.Value, src.Value,
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outputContainer.Value, dst.Value,
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(int)reagentDispenser.Comp.DispenseAmount);
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}
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UpdateUiState(reagentDispenser);
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ClickSound(reagentDispenser);
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}
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private void OnClearContainerSolutionMessage(Entity<ReagentDispenserComponent> reagentDispenser, ref ReagentDispenserClearContainerSolutionMessage message)
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{
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var outputContainer = _itemSlotsSystem.GetItemOrNull(reagentDispenser, SharedReagentDispenser.OutputSlotName);
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if (outputContainer is not { Valid: true } || !_solutionContainerSystem.TryGetFitsInDispenser(outputContainer.Value, out var solution, out _))
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return;
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_solutionContainerSystem.RemoveAllSolution(solution.Value);
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UpdateUiState(reagentDispenser);
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ClickSound(reagentDispenser);
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}
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private void ClickSound(Entity<ReagentDispenserComponent> reagentDispenser)
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{
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_audioSystem.PlayPvs(reagentDispenser.Comp.ClickSound, reagentDispenser, AudioParams.Default.WithVolume(-2f));
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}
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/// <summary>
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/// Automatically generate storage slots for all NumSlots, and fill them with their initial chemicals.
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/// The actual spawning of entities happens in ItemSlotsSystem's MapInit.
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/// </summary>
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private void OnMapInit(EntityUid uid, ReagentDispenserComponent component, MapInitEvent args)
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{
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// Get list of pre-loaded containers
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List<string> preLoad = new List<string>();
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if (component.PackPrototypeId is not null
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&& _prototypeManager.TryIndex(component.PackPrototypeId, out ReagentDispenserInventoryPrototype? packPrototype))
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{
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preLoad.AddRange(packPrototype.Inventory);
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}
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// Populate storage slots with base storage slot whitelist
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for (var i = 0; i < component.NumSlots; i++)
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{
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var storageSlotId = ReagentDispenserComponent.BaseStorageSlotId + i;
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ItemSlot storageComponent = new();
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storageComponent.Whitelist = component.StorageWhitelist;
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storageComponent.Swap = false;
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storageComponent.EjectOnBreak = true;
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// Check corresponding index in pre-loaded container (if exists) and set starting item
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if (i < preLoad.Count)
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storageComponent.StartingItem = preLoad[i];
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component.StorageSlotIds.Add(storageSlotId);
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component.StorageSlots.Add(storageComponent);
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component.StorageSlots[i].Name = "Storage Slot " + (i+1);
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_itemSlotsSystem.AddItemSlot(uid, component.StorageSlotIds[i], component.StorageSlots[i]);
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}
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_itemSlotsSystem.AddItemSlot(uid, SharedReagentDispenser.OutputSlotName, component.BeakerSlot);
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}
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}
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}
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