Clean up store system (#28463)
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122
Content.Shared/Store/Components/StoreComponent.cs
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122
Content.Shared/Store/Components/StoreComponent.cs
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Store.Components;
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/// <summary>
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/// This component manages a store which players can use to purchase different listings
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/// through the ui. The currency, listings, and categories are defined in yaml.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class StoreComponent : Component
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{
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[DataField]
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public LocId Name = "store-ui-default-title";
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/// <summary>
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/// All the listing categories that are available on this store.
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/// The available listings are partially based on the categories.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<StoreCategoryPrototype>> Categories = new();
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/// <summary>
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/// The total amount of currency that can be used in the store.
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/// The string represents the ID of te currency prototype, where the
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/// float is that amount.
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/// </summary>
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[DataField]
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public Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> Balance = new();
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/// <summary>
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/// The list of currencies that can be inserted into this store.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<CurrencyPrototype>> CurrencyWhitelist = new();
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/// <summary>
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/// The person who "owns" the store/account. Used if you want the listings to be fixed
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/// regardless of who activated it. I.E. role specific items for uplinks.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? AccountOwner = null;
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/// <summary>
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/// All listings, including those that aren't available to the buyer
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/// </summary>
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[DataField]
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public HashSet<ListingData> Listings = new();
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/// <summary>
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/// All available listings from the last time that it was checked.
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/// </summary>
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[ViewVariables]
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public HashSet<ListingData> LastAvailableListings = new();
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/// <summary>
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/// All current entities bought from this shop. Useful for keeping track of refunds and upgrades.
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/// </summary>
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[ViewVariables, DataField]
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public List<EntityUid> BoughtEntities = new();
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/// <summary>
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/// The total balance spent in this store. Used for refunds.
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/// </summary>
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[ViewVariables, DataField]
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public Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> BalanceSpent = new();
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/// <summary>
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/// Controls if the store allows refunds
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/// </summary>
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[ViewVariables, DataField]
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public bool RefundAllowed;
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/// <summary>
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/// Checks if store can be opened by the account owner only.
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/// Not meant to be used with uplinks.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public bool OwnerOnly;
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/// <summary>
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/// The map the store was originally from, used to block refunds if the map is changed
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/// </summary>
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[DataField]
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public EntityUid? StartingMap;
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#region audio
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/// <summary>
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/// The sound played to the buyer when a purchase is succesfully made.
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/// </summary>
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[DataField]
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public SoundSpecifier BuySuccessSound = new SoundPathSpecifier("/Audio/Effects/kaching.ogg");
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#endregion
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}
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/// <summary>
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/// Event that is broadcast when a store is added to an entity
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/// </summary>
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[ByRefEvent]
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public readonly record struct StoreAddedEvent;
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/// <summary>
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/// Event that is broadcast when a store is removed from an entity
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/// </summary>
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[ByRefEvent]
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public readonly record struct StoreRemovedEvent;
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/// <summary>
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/// Broadcast when an Entity with the <see cref="StoreRefundComponent"/> is deleted
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/// </summary>
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[ByRefEvent]
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public readonly struct RefundEntityDeletedEvent
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{
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public EntityUid Uid { get; }
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public RefundEntityDeletedEvent(EntityUid uid)
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{
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Uid = uid;
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}
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}
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