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

View File

@@ -1,7 +1,8 @@
using System.Linq;
using Content.Server.Storage.Components;
using Content.Server.Store.Systems;
using Content.Server.Storage.EntitySystems;
using Content.Shared.PDA;
using Content.Shared.Store;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
@@ -12,23 +13,25 @@ public sealed class SurplusBundleSystem : EntitySystem
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
[Dependency] private readonly StoreSystem _store = default!;
private UplinkStoreListingPrototype[] _uplinks = default!;
private ListingData[] _listings = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SurplusBundleComponent, MapInitEvent>(OnMapInit);
InitList();
SubscribeLocalEvent<SurplusBundleComponent, ComponentInit>(OnInit);
}
private void InitList()
private void OnInit(EntityUid uid, SurplusBundleComponent component, ComponentInit args)
{
// sort data in price descending order
_uplinks = _prototypeManager.EnumeratePrototypes<UplinkStoreListingPrototype>()
.Where(item => item.CanSurplus).ToArray();
Array.Sort(_uplinks, (a, b) => b.Price - a.Price);
var storePreset = _prototypeManager.Index<StorePresetPrototype>(component.StorePreset);
_listings = _store.GetAvailableListings(uid, null, storePreset.Categories).ToArray();
Array.Sort(_listings, (a, b) => (int) (b.Cost.Values.Sum() - a.Cost.Values.Sum())); //this might get weird with multicurrency but don't think about it
}
private void OnMapInit(EntityUid uid, SurplusBundleComponent component, MapInitEvent args)
@@ -46,19 +49,19 @@ public sealed class SurplusBundleSystem : EntitySystem
var content = GetRandomContent(component.TotalPrice);
foreach (var item in content)
{
var ent = EntityManager.SpawnEntity(item.ItemId, cords);
var ent = EntityManager.SpawnEntity(item.ProductEntity, cords);
_entityStorage.Insert(ent, component.Owner);
}
}
// wow, is this leetcode reference?
private List<UplinkStoreListingPrototype> GetRandomContent(int targetCost)
private List<ListingData> GetRandomContent(FixedPoint2 targetCost)
{
var ret = new List<UplinkStoreListingPrototype>();
if (_uplinks.Length == 0)
var ret = new List<ListingData>();
if (_listings.Length == 0)
return ret;
var totalCost = 0;
var totalCost = FixedPoint2.Zero;
var index = 0;
while (totalCost < targetCost)
{
@@ -66,10 +69,10 @@ public sealed class SurplusBundleSystem : EntitySystem
// Find new item with the lowest acceptable price
// All expansive items will be before index, all acceptable after
var remainingBudget = targetCost - totalCost;
while (_uplinks[index].Price > remainingBudget)
while (_listings[index].Cost.Values.Sum() > remainingBudget)
{
index++;
if (index >= _uplinks.Length)
if (index >= _listings.Length)
{
// Looks like no cheap items left
// It shouldn't be case for ss14 content
@@ -79,10 +82,10 @@ public sealed class SurplusBundleSystem : EntitySystem
}
// Select random listing and add into crate
var randomIndex = _random.Next(index, _uplinks.Length);
var randomItem = _uplinks[randomIndex];
var randomIndex = _random.Next(index, _listings.Length);
var randomItem = _listings[randomIndex];
ret.Add(randomItem);
totalCost += randomItem.Price;
totalCost += randomItem.Cost.Values.Sum();
}
return ret;