Files
tbd-station-14/Content.Server/Store/Systems/StoreSystem.Listings.cs
Fildrance a58252f45e feat: #26107 uplink discounts for traitors (no nukies for now) (#26297)
* feat: #26107 uplink discounts for traitors and nukies

* refactor: #26107 extracted discount label from price of StoreListingControl

* refactor: minor renaming

* refactor: parametrized adding discounts to uplink store

* fix: #26107 prevent exception on empty discountOptions

* feat: uplink now have 'Discounted' category which contains all discounted items on this session.

* after merge fixups

* rename discount categories according to common sense

* refactor: DiscountOptions is now optional (nullable) on ListingData

* add nullability check ignore for already checked listingData.DiscountOptions

* fix after merge store menu ui

* remove unused using

* final fix after merge conflicts

* [refactor]: #26107 fix variables naming in UplinkSystem

* fix: #26107 fix after merge

* refactor: #26107 now supports discountDownUntil on ListingItem, instead of % of discount

* feat: #26107 support multiple currency discount in store on side of discount message label

* refactor: #26107 extracted discounts initialization to separate system. StoreDiscountData are spread as array and not list now

* refactor: #26107 move more code from storesystem to StoreDiscountComponent

* refactor: #26107 separated StoreSystem and StoreDiscountSystem using events

* fix: #26107 placed not-nullable variable initialization in ListingData for tests

* refactor: #26107 minor renaming, xml-docs

* fix: #26107 changed most of discounts to be down to half price for balance purposes

* ids used in with discounts are now ProtoIds, dicountCategories are now prototypes, code with weights simplified

* decoupled storesystem and store discount system

* xml-docs

* refactor:  #26107 xml-doc for StoreDiscountSystem

* is now a thing (tmp)

* fix: compilation errors + StoreDiscountData.DiscountCategoryId

* refactor: rename ListingDataWithCostModifiers, fix all cost related code, enpittyfy performance, uglify uplink_catalog

* refactor: removed unused code, more StoreDiscountSystem docs, simplify code

* refactor: moved discount category logic to respective system, now creating ListingData c-tor clones all mutable fields as expected

* refactor: rename back (its not prototype)

* refactor: move ListingItemsInitializingEvent to file with handling logic

* refactor: comments for StoreBuyFinishedEvent handling, more logging

* refactor: moved StoreInitializedEvent, xml-doc

* refactor: simplify StoreDiscountSystem code  (reduce nesting) + xml-doc

* refactor: restore old listing data cost field name

* refactor: fix linter in uplink_catalog.yml

* refactor: xml-doc for ListingDataWithCostModifiers

* refactor: limit usage of ListingData in favour of ListingDataWithCostModifiers

* refactor: purged linq, removed custom datafield names, minor cleanup

* refactor: removed double-allocation on getting available listings

* refactor: StoreSystem.OnBuyRequest now uses component.FullListingsCatalog as reference point (as it was in original code)

* fix: minor discount categories on uplink items changes following design overview

* refactor: StoreBuyListingMessage now uses protoId and not whole object

* refactor: store refund and discount integration test, RefreshAllListings now translates previous cost modifiers to refreshed list, if state previous to refresh had any listing items

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2024-09-05 22:12:39 +10:00

171 lines
6.1 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Store;
using Content.Shared.Store.Components;
using Robust.Shared.Prototypes;
namespace Content.Server.Store.Systems;
public sealed partial class StoreSystem
{
/// <summary>
/// Refreshes all listings on a store.
/// Do not use if you don't know what you're doing.
/// </summary>
/// <param name="component">The store to refresh</param>
public void RefreshAllListings(StoreComponent component)
{
var previousState = component.FullListingsCatalog;
var newState = GetAllListings();
// if we refresh list with existing cost modifiers - they will be removed,
// need to restore them
if (previousState.Count != 0)
{
foreach (var previousStateListingItem in previousState)
{
if (!previousStateListingItem.IsCostModified
|| !TryGetListing(newState, previousStateListingItem.ID, out var found))
{
continue;
}
foreach (var (modifierSourceId, costModifier) in previousStateListingItem.CostModifiersBySourceId)
{
found.AddCostModifier(modifierSourceId, costModifier);
}
}
}
component.FullListingsCatalog = newState;
}
/// <summary>
/// Gets all listings from a prototype.
/// </summary>
/// <returns>All the listings</returns>
public HashSet<ListingDataWithCostModifiers> GetAllListings()
{
var clones = new HashSet<ListingDataWithCostModifiers>();
foreach (var prototype in _proto.EnumeratePrototypes<ListingPrototype>())
{
clones.Add(new ListingDataWithCostModifiers(prototype));
}
return clones;
}
/// <summary>
/// Adds a listing from an Id to a store
/// </summary>
/// <param name="component">The store to add the listing to</param>
/// <param name="listingId">The id of the listing</param>
/// <returns>Whether or not the listing was added successfully</returns>
public bool TryAddListing(StoreComponent component, string listingId)
{
if (!_proto.TryIndex<ListingPrototype>(listingId, out var proto))
{
Log.Error("Attempted to add invalid listing.");
return false;
}
return TryAddListing(component, proto);
}
/// <summary>
/// Adds a listing to a store
/// </summary>
/// <param name="component">The store to add the listing to</param>
/// <param name="listing">The listing</param>
/// <returns>Whether or not the listing was add successfully</returns>
public bool TryAddListing(StoreComponent component, ListingPrototype listing)
{
return component.FullListingsCatalog.Add(new ListingDataWithCostModifiers(listing));
}
/// <summary>
/// Gets the available listings for a store
/// </summary>
/// <param name="buyer">Either the account owner, user, or an inanimate object (e.g., surplus bundle)</param>
/// <param name="store"></param>
/// <param name="component">The store the listings are coming from.</param>
/// <returns>The available listings.</returns>
public IEnumerable<ListingDataWithCostModifiers> GetAvailableListings(EntityUid buyer, EntityUid store, StoreComponent component)
{
return GetAvailableListings(buyer, component.FullListingsCatalog, component.Categories, store);
}
/// <summary>
/// Gets the available listings for a user given an overall set of listings and categories to filter by.
/// </summary>
/// <param name="buyer">Either the account owner, user, or an inanimate object (e.g., surplus bundle)</param>
/// <param name="listings">All of the listings that are available. If null, will just get all listings from the prototypes.</param>
/// <param name="categories">What categories to filter by.</param>
/// <param name="storeEntity">The physial entity of the store. Can be null.</param>
/// <returns>The available listings.</returns>
public IEnumerable<ListingDataWithCostModifiers> GetAvailableListings(
EntityUid buyer,
IReadOnlyCollection<ListingDataWithCostModifiers>? listings,
HashSet<ProtoId<StoreCategoryPrototype>> categories,
EntityUid? storeEntity = null
)
{
listings ??= GetAllListings();
foreach (var listing in listings)
{
if (!ListingHasCategory(listing, categories))
continue;
if (listing.Conditions != null)
{
var args = new ListingConditionArgs(buyer, storeEntity, listing, EntityManager);
var conditionsMet = true;
foreach (var condition in listing.Conditions)
{
if (!condition.Condition(args))
{
conditionsMet = false;
break;
}
}
if (!conditionsMet)
continue;
}
yield return listing;
}
}
/// <summary>
/// Checks if a listing appears in a list of given categories
/// </summary>
/// <param name="listing">The listing itself.</param>
/// <param name="categories">The categories to check through.</param>
/// <returns>If the listing was present in one of the categories.</returns>
public bool ListingHasCategory(ListingData listing, HashSet<ProtoId<StoreCategoryPrototype>> categories)
{
foreach (var cat in categories)
{
if (listing.Categories.Contains(cat))
return true;
}
return false;
}
private bool TryGetListing(IReadOnlyCollection<ListingDataWithCostModifiers> collection, string listingId, [MaybeNullWhen(false)] out ListingDataWithCostModifiers found)
{
foreach(var current in collection)
{
if (current.ID == listingId)
{
found = current;
return true;
}
}
found = null!;
return false;
}
}