Fix currency duplication bug (#32524)
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@@ -92,14 +92,12 @@ public sealed partial class StoreSystem : EntitySystem
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if (ev.Cancelled)
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return;
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args.Handled = TryAddCurrency(GetCurrencyValue(uid, component), args.Target.Value, store);
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if (!TryAddCurrency((uid, component), (args.Target.Value, store)))
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return;
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if (args.Handled)
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{
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var msg = Loc.GetString("store-currency-inserted", ("used", args.Used), ("target", args.Target));
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_popup.PopupEntity(msg, args.Target.Value, args.User);
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QueueDel(args.Used);
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}
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args.Handled = true;
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var msg = Loc.GetString("store-currency-inserted", ("used", args.Used), ("target", args.Target));
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_popup.PopupEntity(msg, args.Target.Value, args.User);
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}
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private void OnImplantActivate(EntityUid uid, StoreComponent component, OpenUplinkImplantEvent args)
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@@ -111,6 +109,10 @@ public sealed partial class StoreSystem : EntitySystem
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/// Gets the value from an entity's currency component.
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/// Scales with stacks.
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/// </summary>
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/// <remarks>
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/// If this result is intended to be used with <see cref="TryAddCurrency(Robust.Shared.GameObjects.Entity{Content.Server.Store.Components.CurrencyComponent?},Robust.Shared.GameObjects.Entity{Content.Shared.Store.Components.StoreComponent?})"/>,
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/// consider using <see cref="TryAddCurrency(Robust.Shared.GameObjects.Entity{Content.Server.Store.Components.CurrencyComponent?},Robust.Shared.GameObjects.Entity{Content.Shared.Store.Components.StoreComponent?})"/> instead to ensure that the currency is consumed in the process.
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/// </remarks>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <returns>The value of the currency</returns>
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@@ -121,19 +123,34 @@ public sealed partial class StoreSystem : EntitySystem
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}
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/// <summary>
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/// Tries to add a currency to a store's balance.
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/// Tries to add a currency to a store's balance. Note that if successful, this will consume the currency in the process.
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/// </summary>
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/// <param name="currencyEnt"></param>
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/// <param name="storeEnt"></param>
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/// <param name="currency">The currency to add</param>
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/// <param name="store">The store to add it to</param>
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/// <returns>Whether or not the currency was succesfully added</returns>
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[PublicAPI]
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public bool TryAddCurrency(EntityUid currencyEnt, EntityUid storeEnt, StoreComponent? store = null, CurrencyComponent? currency = null)
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public bool TryAddCurrency(Entity<CurrencyComponent?> currency, Entity<StoreComponent?> store)
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{
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if (!Resolve(currencyEnt, ref currency) || !Resolve(storeEnt, ref store))
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if (!Resolve(currency.Owner, ref currency.Comp))
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return false;
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return TryAddCurrency(GetCurrencyValue(currencyEnt, currency), storeEnt, store);
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if (!Resolve(store.Owner, ref store.Comp))
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return false;
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var value = currency.Comp.Price;
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if (TryComp(currency.Owner, out StackComponent? stack) && stack.Count != 1)
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{
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value = currency.Comp.Price
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.ToDictionary(v => v.Key, p => p.Value * stack.Count);
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}
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if (!TryAddCurrency(value, store, store.Comp))
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return false;
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// Avoid having the currency accidentally be re-used. E.g., if multiple clients try to use the currency in the
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// same tick
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currency.Comp.Price.Clear();
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if (stack != null)
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_stack.SetCount(currency.Owner, 0, stack);
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QueueDel(currency);
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return true;
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}
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/// <summary>
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