* feat: #26107 uplink discounts for traitors and nukies * refactor: #26107 extracted discount label from price of StoreListingControl * refactor: minor renaming * refactor: parametrized adding discounts to uplink store * fix: #26107 prevent exception on empty discountOptions * feat: uplink now have 'Discounted' category which contains all discounted items on this session. * after merge fixups * rename discount categories according to common sense * refactor: DiscountOptions is now optional (nullable) on ListingData * add nullability check ignore for already checked listingData.DiscountOptions * fix after merge store menu ui * remove unused using * final fix after merge conflicts * [refactor]: #26107 fix variables naming in UplinkSystem * fix: #26107 fix after merge * refactor: #26107 now supports discountDownUntil on ListingItem, instead of % of discount * feat: #26107 support multiple currency discount in store on side of discount message label * refactor: #26107 extracted discounts initialization to separate system. StoreDiscountData are spread as array and not list now * refactor: #26107 move more code from storesystem to StoreDiscountComponent * refactor: #26107 separated StoreSystem and StoreDiscountSystem using events * fix: #26107 placed not-nullable variable initialization in ListingData for tests * refactor: #26107 minor renaming, xml-docs * fix: #26107 changed most of discounts to be down to half price for balance purposes * ids used in with discounts are now ProtoIds, dicountCategories are now prototypes, code with weights simplified * decoupled storesystem and store discount system * xml-docs * refactor: #26107 xml-doc for StoreDiscountSystem * is now a thing (tmp) * fix: compilation errors + StoreDiscountData.DiscountCategoryId * refactor: rename ListingDataWithCostModifiers, fix all cost related code, enpittyfy performance, uglify uplink_catalog * refactor: removed unused code, more StoreDiscountSystem docs, simplify code * refactor: moved discount category logic to respective system, now creating ListingData c-tor clones all mutable fields as expected * refactor: rename back (its not prototype) * refactor: move ListingItemsInitializingEvent to file with handling logic * refactor: comments for StoreBuyFinishedEvent handling, more logging * refactor: moved StoreInitializedEvent, xml-doc * refactor: simplify StoreDiscountSystem code (reduce nesting) + xml-doc * refactor: restore old listing data cost field name * refactor: fix linter in uplink_catalog.yml * refactor: xml-doc for ListingDataWithCostModifiers * refactor: limit usage of ListingData in favour of ListingDataWithCostModifiers * refactor: purged linq, removed custom datafield names, minor cleanup * refactor: removed double-allocation on getting available listings * refactor: StoreSystem.OnBuyRequest now uses component.FullListingsCatalog as reference point (as it was in original code) * fix: minor discount categories on uplink items changes following design overview * refactor: StoreBuyListingMessage now uses protoId and not whole object * refactor: store refund and discount integration test, RefreshAllListings now translates previous cost modifiers to refreshed list, if state previous to refresh had any listing items --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
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@@ -91,7 +91,8 @@ public sealed partial class StoreSystem
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//this is the person who will be passed into logic for all listing filtering.
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if (user != null) //if we have no "buyer" for this update, then don't update the listings
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{
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component.LastAvailableListings = GetAvailableListings(component.AccountOwner ?? user.Value, store, component).ToHashSet();
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component.LastAvailableListings = GetAvailableListings(component.AccountOwner ?? user.Value, store, component)
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.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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@@ -109,6 +110,7 @@ public sealed partial class StoreSystem
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// only tell operatives to lock their uplink if it can be locked
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var showFooter = HasComp<RingerUplinkComponent>(store);
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var state = new StoreUpdateState(component.LastAvailableListings, allCurrency, showFooter, component.RefundAllowed);
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_ui.SetUiState(store, StoreUiKey.Key, state);
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}
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@@ -128,7 +130,7 @@ public sealed partial class StoreSystem
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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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var listing = component.Listings.FirstOrDefault(x => x.Equals(msg.Listing));
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var listing = component.FullListingsCatalog.FirstOrDefault(x => x.ID.Equals(msg.Listing.Id));
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if (listing == null) //make sure this listing actually exists
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{
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@@ -153,9 +155,10 @@ public sealed partial class StoreSystem
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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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var cost = listing.Cost;
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foreach (var (currency, amount) in 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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if (!component.Balance.TryGetValue(currency, out var balance) || balance < amount)
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{
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return;
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}
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@@ -165,13 +168,13 @@ public sealed partial class StoreSystem
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component.RefundAllowed = false;
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//subtract the cash
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foreach (var (currency, value) in listing.Cost)
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foreach (var (currency, amount) in cost)
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{
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component.Balance[currency] -= value;
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component.Balance[currency] -= amount;
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component.BalanceSpent.TryAdd(currency, FixedPoint2.Zero);
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component.BalanceSpent[currency] += value;
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component.BalanceSpent[currency] += amount;
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}
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//spawn entity
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@@ -213,7 +216,7 @@ public sealed partial class StoreSystem
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if (listing.ProductUpgradeId != null)
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{
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foreach (var upgradeListing in component.Listings)
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foreach (var upgradeListing in component.FullListingsCatalog)
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{
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if (upgradeListing.ID == listing.ProductUpgradeId)
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{
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@@ -262,6 +265,13 @@ public sealed partial class StoreSystem
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listing.PurchaseAmount++; //track how many times something has been purchased
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_audio.PlayEntity(component.BuySuccessSound, msg.Actor, uid); //cha-ching!
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var buyFinished = new StoreBuyFinishedEvent
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{
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PurchasedItem = listing,
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StoreUid = uid
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};
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RaiseLocalEvent(ref buyFinished);
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UpdateUserInterface(buyer, uid, component);
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}
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@@ -346,6 +356,7 @@ public sealed partial class StoreSystem
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{
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component.Balance[currency] += value;
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}
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// Reset store back to its original state
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RefreshAllListings(component);
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component.BalanceSpent = new();
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@@ -376,3 +387,14 @@ public sealed partial class StoreSystem
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component.RefundAllowed = false;
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}
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}
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/// <summary>
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/// Event of successfully finishing purchase in store (<see cref="StoreSystem"/>.
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/// </summary>
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/// <param name="StoreUid">EntityUid on which store is placed.</param>
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/// <param name="PurchasedItem">ListingItem that was purchased.</param>
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[ByRefEvent]
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public readonly record struct StoreBuyFinishedEvent(
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EntityUid StoreUid,
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ListingDataWithCostModifiers PurchasedItem
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);
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