Generalized Store System (#10201)

This commit is contained in:
Nemanja
2022-08-17 00:34:25 -04:00
committed by GitHub
parent 1b50928d50
commit 2152914acc
68 changed files with 2493 additions and 1568 deletions

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