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Patches.cs
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using Assets.Scripts;
using Assets.Scripts.GridSystem;
using Assets.Scripts.Networking;
using Assets.Scripts.Objects;
using Assets.Scripts.Objects.Electrical;
using Assets.Scripts.Objects.Items;
using HarmonyLib;
namespace Vendomatic
{
[HarmonyPatch(typeof(VendingMachine), "OnCustomImportFinished")]
class VendingMachineOnCustomImportFinishedPatch
{
static bool Prefix(VendingMachine __instance)
{
VendingMachineOnCustomImportFinishedPatch.PatchedOnCustomImportFinished(__instance);
return false;
}
static void PatchedOnCustomImportFinished(VendingMachine __instance)
{
VendingMachineOnCustomImportFinishedPatch.CallBaseCustomImportFinished(__instance);
if (!GameManager.IsServer)
return;
if (__instance.ImportingThing)
{
var importing = __instance.ImportingThing;
var skipNewSlot = false;
var importingStackable = __instance.ImportingThing as Stackable;
if (importingStackable)
{
foreach (Slot slot in __instance.Slots)
{
if (slot.IsInteractable)
{
continue;
}
var occupant = slot.Occupant as Stackable;
if (!occupant)
{
continue;
}
if (occupant.PrefabName != importingStackable.PrefabName)
{
continue;
}
OnServer.Merge(occupant, importingStackable);
if (importingStackable.NetworkQuantity == 0)
{
// Skip adding the now-empty item if we are empty.
// The empty stack was already deleted when its quantity was set to zero.
skipNewSlot = true;
}
else
{
// It is possible for us to not be empty, in which case a new slot should be started.
}
break;
}
}
if (!skipNewSlot)
{
foreach (Slot slot in __instance.Slots)
{
if (!slot.IsInteractable && !slot.Occupant)
{
OnServer.MoveToSlot(__instance.ImportingThing, slot);
break;
}
}
}
}
OnServer.Interact(__instance.InteractImport, 0, false);
if (GameManager.GameState == GameState.Running && !__instance.CurrentSlot.Occupant)
{
__instance.PlanForward();
}
}
static void CallBaseCustomImportFinished(VendingMachine __instance)
{
// Cant find a way to do this from harmony, so reimplement it.
__instance.FinishedImporting = true;
}
}
}