Generalized Store System (#10201)
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226
Content.Server/Store/Systems/StoreSystem.Ui.cs
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226
Content.Server/Store/Systems/StoreSystem.Ui.cs
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using Content.Server.Actions;
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using Content.Server.Administration.Logs;
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using Content.Server.Mind.Components;
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using Content.Server.Store.Components;
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using Content.Server.UserInterface;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Store;
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using Content.Shared.Database;
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using Robust.Server.GameObjects;
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using System.Linq;
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using Content.Server.Stack;
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using Content.Shared.Prototypes;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Store.Systems;
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public sealed partial class StoreSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _admin = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StackSystem _stack = default!;
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private void InitializeUi()
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{
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SubscribeLocalEvent<StoreComponent, StoreRequestUpdateInterfaceMessage>((_,c,r) => UpdateUserInterface(r.CurrentBuyer, c));
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SubscribeLocalEvent<StoreComponent, StoreBuyListingMessage>(OnBuyRequest);
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SubscribeLocalEvent<StoreComponent, StoreRequestWithdrawMessage>(OnRequestWithdraw);
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}
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/// <summary>
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/// Toggles the store Ui open and closed
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/// </summary>
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/// <param name="user">the person doing the toggling</param>
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/// <param name="component">the store being toggled</param>
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public void ToggleUi(EntityUid user, StoreComponent component)
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{
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if (!TryComp<ActorComponent>(user, out var actor))
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return;
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var ui = component.Owner.GetUIOrNull(StoreUiKey.Key);
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ui?.Toggle(actor.PlayerSession);
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UpdateUserInterface(user, component, ui);
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}
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/// <summary>
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/// Updates the user interface for a store and refreshes the listings
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/// </summary>
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/// <param name="user">The person who if opening the store ui. Listings are filtered based on this.</param>
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/// <param name="component">The store component being refreshed.</param>
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/// <param name="ui"></param>
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public void UpdateUserInterface(EntityUid? user, StoreComponent component, BoundUserInterface? ui = null)
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{
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if (ui == null)
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{
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ui = component.Owner.GetUIOrNull(StoreUiKey.Key);
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if (ui == null)
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{
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Logger.Error("No Ui key.");
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return;
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}
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}
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//if we haven't opened it before, initialize the shit
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if (!component.Opened)
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{
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InitializeFromPreset(component.Preset, component);
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component.Opened = true;
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}
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//this is the person who will be passed into logic for all listing filtering.
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var buyer = user;
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if (buyer != null) //if we have no "buyer" for this update, then don't update the listings
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{
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if (component.AccountOwner != null) //if we have one stored, then use that instead
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buyer = component.AccountOwner.Value;
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component.LastAvailableListings = GetAvailableListings(buyer.Value, component).ToHashSet();
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}
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//dictionary for all currencies, including 0 values for currencies on the whitelist
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Dictionary<string, FixedPoint2> allCurrency = new();
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foreach (var supported in component.CurrencyWhitelist)
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{
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allCurrency.Add(supported, FixedPoint2.Zero);
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if (component.Balance.ContainsKey(supported))
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allCurrency[supported] = component.Balance[supported];
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}
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var state = new StoreUpdateState(buyer, component.LastAvailableListings, allCurrency);
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ui.SetState(state);
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}
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/// <summary>
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/// Handles whenever a purchase was made.
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/// </summary>
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private void OnBuyRequest(EntityUid uid, StoreComponent component, StoreBuyListingMessage msg)
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{
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ListingData? listing = component.Listings.FirstOrDefault(x => x.Equals(msg.Listing));
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if (listing == null) //make sure this listing actually exists
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{
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Logger.Debug("listing does not exist");
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return;
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}
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//verify that we can actually buy this listing and it wasn't added
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if (!ListingHasCategory(listing, component.Categories))
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return;
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//condition checking because why not
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if (listing.Conditions != null)
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{
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var args = new ListingConditionArgs(msg.Buyer, component.Owner, listing, EntityManager);
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var conditionsMet = true;
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foreach (var condition in listing.Conditions.Where(condition => !condition.Condition(args)))
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conditionsMet = false;
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if (!conditionsMet)
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return;
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}
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//check that we have enough money
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foreach (var currency in listing.Cost)
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{
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if (!component.Balance.TryGetValue(currency.Key, out var balance) || balance < currency.Value)
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{
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_audio.Play(component.InsufficientFundsSound, Filter.SinglePlayer(msg.Session), uid);
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return;
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}
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}
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//subtract the cash
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foreach (var currency in listing.Cost)
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component.Balance[currency.Key] -= currency.Value;
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//spawn entity
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if (listing.ProductEntity != null)
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{
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var product = Spawn(listing.ProductEntity, Transform(msg.Buyer).Coordinates);
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_hands.TryPickupAnyHand(msg.Buyer, product);
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}
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//give action
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if (listing.ProductAction != null)
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{
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var action = new InstantAction(_proto.Index<InstantActionPrototype>(listing.ProductAction));
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_actions.AddAction(msg.Buyer, action, null);
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}
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//broadcast event
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if (listing.ProductEvent != null)
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{
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RaiseLocalEvent(listing.ProductEvent);
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}
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//log dat shit.
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if (TryComp<MindComponent>(msg.Buyer, out var mind))
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{
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_admin.Add(LogType.StorePurchase, LogImpact.Low,
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$"{ToPrettyString(mind.Owner):player} purchased listing \"{listing.Name}\" from {ToPrettyString(uid)}");
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}
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listing.PurchaseAmount++; //track how many times something has been purchased
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_audio.Play(component.BuySuccessSound, Filter.SinglePlayer(msg.Session), uid); //cha-ching!
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UpdateUserInterface(msg.Buyer, component);
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}
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/// <summary>
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/// Handles dispensing the currency you requested to be withdrawn.
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/// </summary>
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/// <remarks>
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/// This would need to be done should a currency with decimal values need to use it.
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/// not quite sure how to handle that
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/// </remarks>
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private void OnRequestWithdraw(EntityUid uid, StoreComponent component, StoreRequestWithdrawMessage msg)
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{
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//make sure we have enough cash in the bank and we actually support this currency
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if (!component.Balance.TryGetValue(msg.Currency, out var currentAmount) || currentAmount < msg.Amount)
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return;
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//make sure a malicious client didn't send us random shit
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if (!_proto.TryIndex<CurrencyPrototype>(msg.Currency, out var proto))
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return;
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//we need an actually valid entity to spawn. This check has been done earlier, but just in case.
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if (proto.EntityId == null || !proto.CanWithdraw)
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return;
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var entproto = _proto.Index<EntityPrototype>(proto.EntityId);
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var amountRemaining = msg.Amount;
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var coordinates = Transform(msg.Buyer).Coordinates;
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if (entproto.HasComponent<StackComponent>())
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{
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while (amountRemaining > 0)
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{
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var ent = Spawn(proto.EntityId, coordinates);
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var stackComponent = Comp<StackComponent>(ent); //we already know it exists
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var amountPerStack = Math.Min(stackComponent.MaxCount, amountRemaining);
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_stack.SetCount(ent, amountPerStack, stackComponent);
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amountRemaining -= amountPerStack;
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_hands.TryPickupAnyHand(msg.Buyer, ent);
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}
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}
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else //please for the love of christ give your currency stack component
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{
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while (amountRemaining > 0)
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{
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var ent = Spawn(proto.EntityId, coordinates);
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_hands.TryPickupAnyHand(msg.Buyer, ent);
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amountRemaining--;
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}
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}
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component.Balance[msg.Currency] -= msg.Amount;
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UpdateUserInterface(msg.Buyer, component);
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}
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}
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