* Add loc support * New icons and translated weapon * Explosives * Finished ammo * Utils * Fixes * Implants and bundles * Removed sink from surplus * Tools * Start working on armor * Finished armor * Misc * Finished uplink
222 lines
7.0 KiB
C#
222 lines
7.0 KiB
C#
using Content.Client.Message;
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using Content.Shared.Store;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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using Robust.Client.Graphics;
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using Content.Shared.Actions.ActionTypes;
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using System.Linq;
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using Content.Shared.FixedPoint;
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namespace Content.Client.Store.Ui;
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[GenerateTypedNameReferences]
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public sealed partial class StoreMenu : DefaultWindow
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private StoreWithdrawWindow? _withdrawWindow;
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public event Action<BaseButton.ButtonEventArgs, ListingData>? OnListingButtonPressed;
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public event Action<BaseButton.ButtonEventArgs, string>? OnCategoryButtonPressed;
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public event Action<BaseButton.ButtonEventArgs, string, int>? OnWithdrawAttempt;
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public Dictionary<string, FixedPoint2> Balance = new();
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public string CurrentCategory = string.Empty;
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public StoreMenu(string name)
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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WithdrawButton.OnButtonDown += OnWithdrawButtonDown;
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if (Window != null)
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Window.Title = name;
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}
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public void UpdateBalance(Dictionary<string, FixedPoint2> balance)
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{
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Balance = balance;
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var currency = balance.ToDictionary(type =>
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(type.Key, type.Value), type => _prototypeManager.Index<CurrencyPrototype>(type.Key));
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var balanceStr = string.Empty;
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foreach (var ((type, amount),proto) in currency)
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{
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balanceStr += Loc.GetString("store-ui-balance-display", ("amount", amount),
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("currency", Loc.GetString(proto.DisplayName, ("amount", 1))));
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}
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BalanceInfo.SetMarkup(balanceStr.TrimEnd());
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var disabled = true;
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foreach (var type in currency)
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{
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if (type.Value.CanWithdraw && type.Value.Cash != null && type.Key.Item2 > 0)
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disabled = false;
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}
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WithdrawButton.Disabled = disabled;
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}
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public void UpdateListing(List<ListingData> listings)
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{
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var sorted = listings.OrderBy(l => l.Priority).ThenBy(l => l.Cost.Values.Sum());
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// should probably chunk these out instead. to-do if this clogs the internet tubes.
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// maybe read clients prototypes instead?
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ClearListings();
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foreach (var item in sorted)
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{
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AddListingGui(item);
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}
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}
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private void OnWithdrawButtonDown(BaseButton.ButtonEventArgs args)
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{
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// check if window is already open
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if (_withdrawWindow != null && _withdrawWindow.IsOpen)
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{
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_withdrawWindow.MoveToFront();
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return;
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}
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// open a new one
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_withdrawWindow = new StoreWithdrawWindow();
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_withdrawWindow.OpenCentered();
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_withdrawWindow.CreateCurrencyButtons(Balance);
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_withdrawWindow.OnWithdrawAttempt += OnWithdrawAttempt;
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}
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private void AddListingGui(ListingData listing)
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{
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if (!listing.Categories.Contains(CurrentCategory))
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return;
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var listingName = Loc.GetString(listing.Name);
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var listingDesc = Loc.GetString(listing.Description);
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var listingPrice = listing.Cost;
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var canBuy = CanBuyListing(Balance, listingPrice);
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var spriteSys = _entityManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
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Texture? texture = null;
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if (listing.Icon != null)
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texture = spriteSys.Frame0(listing.Icon);
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if (listing.ProductEntity != null)
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{
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if (texture == null)
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texture = spriteSys.GetPrototypeIcon(listing.ProductEntity).Default;
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var proto = _prototypeManager.Index<EntityPrototype>(listing.ProductEntity);
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if (listingName == string.Empty)
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listingName = proto.Name;
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if (listingDesc == string.Empty)
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listingDesc = proto.Description;
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}
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else if (listing.ProductAction != null)
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{
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var action = _prototypeManager.Index<InstantActionPrototype>(listing.ProductAction);
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if (action.Icon != null)
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texture = spriteSys.Frame0(action.Icon);
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}
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var newListing = new StoreListingControl(listingName, listingDesc, GetListingPriceString(listing), canBuy, texture);
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newListing.StoreItemBuyButton.OnButtonDown += args
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=> OnListingButtonPressed?.Invoke(args, listing);
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StoreListingsContainer.AddChild(newListing);
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}
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public bool CanBuyListing(Dictionary<string, FixedPoint2> currency, Dictionary<string, FixedPoint2> price)
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{
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foreach (var type in price)
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{
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if (!currency.ContainsKey(type.Key))
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return false;
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if (currency[type.Key] < type.Value)
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return false;
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}
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return true;
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}
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public string GetListingPriceString(ListingData listing)
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{
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var text = string.Empty;
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if (listing.Cost.Count < 1)
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text = Loc.GetString("store-currency-free");
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else
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{
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foreach (var (type, amount) in listing.Cost)
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{
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var currency = _prototypeManager.Index<CurrencyPrototype>(type);
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text += Loc.GetString("store-ui-price-display", ("amount", amount),
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("currency", Loc.GetString(currency.DisplayName, ("amount", amount))));
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}
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}
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return text.TrimEnd();
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}
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private void ClearListings()
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{
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StoreListingsContainer.Children.Clear();
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}
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public void PopulateStoreCategoryButtons(HashSet<ListingData> listings)
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{
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var allCategories = new List<StoreCategoryPrototype>();
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foreach (var listing in listings)
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{
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foreach (var cat in listing.Categories)
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{
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var proto = _prototypeManager.Index<StoreCategoryPrototype>(cat);
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if (!allCategories.Contains(proto))
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allCategories.Add(proto);
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}
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}
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allCategories = allCategories.OrderBy(c => c.Priority).ToList();
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if (CurrentCategory == string.Empty && allCategories.Count > 0)
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CurrentCategory = allCategories.First().ID;
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if (allCategories.Count <= 1)
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return;
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CategoryListContainer.Children.Clear();
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foreach (var proto in allCategories)
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{
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var catButton = new StoreCategoryButton
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{
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Text = Loc.GetString(proto.Name),
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Id = proto.ID
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};
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catButton.OnPressed += args => OnCategoryButtonPressed?.Invoke(args, catButton.Id);
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CategoryListContainer.AddChild(catButton);
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}
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}
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public override void Close()
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{
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base.Close();
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_withdrawWindow?.Close();
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}
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private sealed class StoreCategoryButton : Button
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{
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public string? Id;
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}
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}
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