Fix currency duplication bug (#32524)
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@@ -74,14 +74,12 @@ public sealed class SubdermalImplantSystem : SharedSubdermalImplantSystem
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return;
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// same as store code, but message is only shown to yourself
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args.Handled = _store.TryAddCurrency(_store.GetCurrencyValue(args.Used, currency), uid, store);
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if (!args.Handled)
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if (!_store.TryAddCurrency((args.Used, currency), (uid, store)))
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return;
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args.Handled = true;
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var msg = Loc.GetString("store-currency-inserted-implant", ("used", args.Used));
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_popup.PopupEntity(msg, args.User, args.User);
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QueueDel(args.Used);
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}
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private void OnFreedomImplant(EntityUid uid, SubdermalImplantComponent component, UseFreedomImplantEvent args)
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@@ -100,6 +100,13 @@ namespace Content.Server.Stack
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/// </summary>
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public List<EntityUid> SpawnMultiple(string entityPrototype, int amount, EntityCoordinates spawnPosition)
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{
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if (amount <= 0)
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{
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Log.Error(
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$"Attempted to spawn an invalid stack: {entityPrototype}, {amount}. Trace: {Environment.StackTrace}");
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return new();
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}
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var spawns = CalculateSpawns(entityPrototype, amount);
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var spawnedEnts = new List<EntityUid>();
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@@ -116,6 +123,13 @@ namespace Content.Server.Stack
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/// <inheritdoc cref="SpawnMultiple(string,int,EntityCoordinates)"/>
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public List<EntityUid> SpawnMultiple(string entityPrototype, int amount, EntityUid target)
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{
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if (amount <= 0)
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{
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Log.Error(
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$"Attempted to spawn an invalid stack: {entityPrototype}, {amount}. Trace: {Environment.StackTrace}");
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return new();
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}
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var spawns = CalculateSpawns(entityPrototype, amount);
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var spawnedEnts = new List<EntityUid>();
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@@ -8,6 +8,11 @@ namespace Content.Server.Store.Components;
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/// Identifies a component that can be inserted into a store
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/// to increase its balance.
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/// </summary>
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/// <remarks>
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/// Note that if this entity is a stack of items, then this is meant to represent the value per stack item, not
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/// the whole stack. This also means that in general, the actual value should not be modified from the initial
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/// prototype value because otherwise stack merging/splitting may modify the total value.
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/// </remarks>
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[RegisterComponent]
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public sealed partial class CurrencyComponent : Component
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{
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@@ -16,6 +21,12 @@ public sealed partial class CurrencyComponent : Component
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/// The string is the currency type that will be added.
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/// The FixedPoint2 is the value of each individual currency entity.
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/// </summary>
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/// <remarks>
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/// Note that if this entity is a stack of items, then this is meant to represent the value per stack item, not
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/// the whole stack. This also means that in general, the actual value should not be modified from the initial
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/// prototype value
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/// because otherwise stack merging/splitting may modify the total value.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("price", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, CurrencyPrototype>))]
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public Dictionary<string, FixedPoint2> Price = new();
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@@ -283,6 +283,9 @@ public sealed partial class StoreSystem
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/// </remarks>
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private void OnRequestWithdraw(EntityUid uid, StoreComponent component, StoreRequestWithdrawMessage msg)
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{
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if (msg.Amount <= 0)
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return;
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//make sure we have enough cash in the bank and we actually support this currency
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if (!component.Balance.TryGetValue(msg.Currency, out var currentAmount) || currentAmount < msg.Amount)
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return;
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@@ -306,7 +309,8 @@ public sealed partial class StoreSystem
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var cashId = proto.Cash[value];
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var amountToSpawn = (int) MathF.Floor((float) (amountRemaining / value));
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var ents = _stack.SpawnMultiple(cashId, amountToSpawn, coordinates);
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_hands.PickupOrDrop(buyer, ents.First());
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if (ents.FirstOrDefault() is {} ent)
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_hands.PickupOrDrop(buyer, ent);
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amountRemaining -= value * amountToSpawn;
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}
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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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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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QueueDel(args.Used);
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}
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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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