* Puts disable refund logic into a helper method. Removes action check. Disables refund on action use. * Adds check if refund is disabled for the store already * Adds a way to disable refunds based on time * Checks if the ent is on the starting map and the end time is below the current time before disabling refund * Replaces instances of component.RefundAllowed = false with DisableRefund for more consistency and easier tracking * Adds methods to handle inhand and shooting events * Removes gamestates --------- Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
207 lines
7.4 KiB
C#
207 lines
7.4 KiB
C#
using Content.Server.Store.Components;
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using Content.Shared.UserInterface;
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using Content.Shared.FixedPoint;
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using Content.Shared.Implants.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Stacks;
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using Content.Shared.Store.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using System.Linq;
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using Robust.Shared.Timing;
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using Content.Shared.Mind;
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namespace Content.Server.Store.Systems;
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/// <summary>
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/// Manages general interactions with a store and different entities,
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/// getting listings for stores, and interfacing with the store UI.
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/// </summary>
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public sealed partial class StoreSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StoreComponent, ActivatableUIOpenAttemptEvent>(OnStoreOpenAttempt);
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SubscribeLocalEvent<CurrencyComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<StoreComponent, BeforeActivatableUIOpenEvent>(BeforeActivatableUiOpen);
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SubscribeLocalEvent<StoreComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<StoreComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<StoreComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<StoreComponent, OpenUplinkImplantEvent>(OnImplantActivate);
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InitializeUi();
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InitializeCommand();
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InitializeRefund();
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}
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private void OnMapInit(EntityUid uid, StoreComponent component, MapInitEvent args)
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{
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RefreshAllListings(component);
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component.StartingMap = Transform(uid).MapUid;
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}
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private void OnStartup(EntityUid uid, StoreComponent component, ComponentStartup args)
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{
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// for traitors, because the StoreComponent for the PDA can be added at any time.
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if (MetaData(uid).EntityLifeStage == EntityLifeStage.MapInitialized)
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{
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RefreshAllListings(component);
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}
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var ev = new StoreAddedEvent();
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RaiseLocalEvent(uid, ref ev, true);
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}
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private void OnShutdown(EntityUid uid, StoreComponent component, ComponentShutdown args)
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{
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var ev = new StoreRemovedEvent();
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RaiseLocalEvent(uid, ref ev, true);
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}
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private void OnStoreOpenAttempt(EntityUid uid, StoreComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (!component.OwnerOnly)
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return;
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if (!_mind.TryGetMind(args.User, out var mind, out _))
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return;
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component.AccountOwner ??= mind;
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DebugTools.Assert(component.AccountOwner != null);
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if (component.AccountOwner == mind)
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return;
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_popup.PopupEntity(Loc.GetString("store-not-account-owner", ("store", uid)), uid, args.User);
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args.Cancel();
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}
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private void OnAfterInteract(EntityUid uid, CurrencyComponent component, AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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if (!TryComp<StoreComponent>(args.Target, out var store))
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return;
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var ev = new CurrencyInsertAttemptEvent(args.User, args.Target.Value, args.Used, store);
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RaiseLocalEvent(args.Target.Value, ev);
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if (ev.Cancelled)
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return;
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if (!TryAddCurrency((uid, component), (args.Target.Value, store)))
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return;
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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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{
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ToggleUi(args.Performer, uid, component);
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}
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/// <summary>
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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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public Dictionary<string, FixedPoint2> GetCurrencyValue(EntityUid uid, CurrencyComponent component)
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{
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var amount = EntityManager.GetComponentOrNull<StackComponent>(uid)?.Count ?? 1;
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return component.Price.ToDictionary(v => v.Key, p => p.Value * amount);
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}
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/// <summary>
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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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public bool TryAddCurrency(Entity<CurrencyComponent?> currency, Entity<StoreComponent?> store)
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{
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if (!Resolve(currency.Owner, ref currency.Comp))
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return false;
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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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/// Tries to add a currency to a store's balance
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/// </summary>
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/// <param name="currency">The value to add to the store</param>
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/// <param name="uid"></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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public bool TryAddCurrency(Dictionary<string, FixedPoint2> currency, EntityUid uid, StoreComponent? store = null)
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{
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if (!Resolve(uid, ref store))
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return false;
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//verify these before values are modified
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foreach (var type in currency)
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{
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if (!store.CurrencyWhitelist.Contains(type.Key))
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return false;
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}
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foreach (var type in currency)
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{
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if (!store.Balance.TryAdd(type.Key, type.Value))
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store.Balance[type.Key] += type.Value;
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}
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UpdateUserInterface(null, uid, store);
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return true;
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}
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}
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public sealed class CurrencyInsertAttemptEvent : CancellableEntityEventArgs
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{
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public readonly EntityUid User;
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public readonly EntityUid Target;
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public readonly EntityUid Used;
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public readonly StoreComponent Store;
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public CurrencyInsertAttemptEvent(EntityUid user, EntityUid target, EntityUid used, StoreComponent store)
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{
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User = user;
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Target = target;
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Used = used;
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Store = store;
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}
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}
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