Clean up store system (#28463)
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@@ -10,6 +10,7 @@ using Content.Shared.FixedPoint;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Mind;
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using Content.Shared.Store;
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using Content.Shared.Store.Components;
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using Content.Shared.UserInterface;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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@@ -82,16 +83,11 @@ public sealed partial class StoreSystem
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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="store">The store entity itself</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, EntityUid store, StoreComponent? component = null)
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{
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if (!Resolve(store, ref component))
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return;
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// TODO: Why is the state not being set unless this?
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if (!_ui.HasUi(store, StoreUiKey.Key))
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return;
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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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@@ -259,7 +255,8 @@ public sealed partial class StoreSystem
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}
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//log dat shit.
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_admin.Add(LogType.StorePurchase, LogImpact.Low,
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_admin.Add(LogType.StorePurchase,
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LogImpact.Low,
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$"{ToPrettyString(buyer):player} purchased listing \"{ListingLocalisationHelpers.GetLocalisedNameOrEntityName(listing, _prototypeManager)}\" from {ToPrettyString(uid)}");
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listing.PurchaseAmount++; //track how many times something has been purchased
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