* 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>
401 lines
14 KiB
C#
401 lines
14 KiB
C#
using System.Linq;
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using Content.Server.Actions;
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using Content.Server.Administration.Logs;
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using Content.Server.PDA.Ringer;
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using Content.Server.Stack;
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using Content.Server.Store.Components;
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using Content.Shared.Actions;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Mind;
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using Content.Shared.Store;
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using Content.Shared.Store.Components;
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using Content.Shared.UserInterface;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Store.Systems;
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public sealed partial class StoreSystem
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{
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[Dependency] private readonly IAdminLogManager _admin = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly ActionUpgradeSystem _actionUpgrade = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StackSystem _stack = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private void InitializeUi()
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{
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SubscribeLocalEvent<StoreComponent, StoreRequestUpdateInterfaceMessage>(OnRequestUpdate);
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SubscribeLocalEvent<StoreComponent, StoreBuyListingMessage>(OnBuyRequest);
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SubscribeLocalEvent<StoreComponent, StoreRequestWithdrawMessage>(OnRequestWithdraw);
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SubscribeLocalEvent<StoreComponent, StoreRequestRefundMessage>(OnRequestRefund);
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SubscribeLocalEvent<StoreComponent, RefundEntityDeletedEvent>(OnRefundEntityDeleted);
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}
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private void OnRefundEntityDeleted(Entity<StoreComponent> ent, ref RefundEntityDeletedEvent args)
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{
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ent.Comp.BoughtEntities.Remove(args.Uid);
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}
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/// <summary>
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/// Toggles the store Ui open and closed
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/// </summary>
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/// <param name="user">the person doing the toggling</param>
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/// <param name="storeEnt">the store being toggled</param>
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/// <param name="component"></param>
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public void ToggleUi(EntityUid user, EntityUid storeEnt, StoreComponent? component = null)
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{
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if (!Resolve(storeEnt, ref component))
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return;
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if (!TryComp<ActorComponent>(user, out var actor))
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return;
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if (!_ui.TryToggleUi(storeEnt, StoreUiKey.Key, actor.PlayerSession))
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return;
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UpdateUserInterface(user, storeEnt, component);
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}
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/// <summary>
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/// Closes the store UI for everyone, if it's open
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/// </summary>
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public void CloseUi(EntityUid uid, StoreComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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_ui.CloseUi(uid, StoreUiKey.Key);
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}
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/// <summary>
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/// Updates the user interface for a store and refreshes the listings
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/// </summary>
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/// <param name="user">The person who if opening the store ui. Listings are filtered based on this.</param>
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/// <param name="store">The store entity itself</param>
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/// <param name="component">The store component being refreshed.</param>
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public void UpdateUserInterface(EntityUid? user, EntityUid store, StoreComponent? component = null)
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{
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if (!Resolve(store, ref component))
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return;
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//this is the person who will be passed into logic for all listing filtering.
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if (user != null) //if we have no "buyer" for this update, then don't update the listings
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{
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component.LastAvailableListings = GetAvailableListings(component.AccountOwner ?? user.Value, store, component)
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.ToHashSet();
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}
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//dictionary for all currencies, including 0 values for currencies on the whitelist
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Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> allCurrency = new();
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foreach (var supported in component.CurrencyWhitelist)
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{
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allCurrency.Add(supported, FixedPoint2.Zero);
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if (component.Balance.TryGetValue(supported, out var value))
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allCurrency[supported] = value;
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}
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// TODO: if multiple users are supposed to be able to interact with a single BUI & see different
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// stores/listings, this needs to use session specific BUI states.
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// only tell operatives to lock their uplink if it can be locked
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var showFooter = HasComp<RingerUplinkComponent>(store);
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var state = new StoreUpdateState(component.LastAvailableListings, allCurrency, showFooter, component.RefundAllowed);
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_ui.SetUiState(store, StoreUiKey.Key, state);
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}
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private void OnRequestUpdate(EntityUid uid, StoreComponent component, StoreRequestUpdateInterfaceMessage args)
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{
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UpdateUserInterface(args.Actor, GetEntity(args.Entity), component);
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}
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private void BeforeActivatableUiOpen(EntityUid uid, StoreComponent component, BeforeActivatableUIOpenEvent args)
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{
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UpdateUserInterface(args.User, uid, component);
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}
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/// <summary>
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/// Handles whenever a purchase was made.
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/// </summary>
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private void OnBuyRequest(EntityUid uid, StoreComponent component, StoreBuyListingMessage msg)
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{
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var listing = component.FullListingsCatalog.FirstOrDefault(x => x.ID.Equals(msg.Listing.Id));
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if (listing == null) //make sure this listing actually exists
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{
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Log.Debug("listing does not exist");
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return;
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}
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var buyer = msg.Actor;
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//verify that we can actually buy this listing and it wasn't added
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if (!ListingHasCategory(listing, component.Categories))
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return;
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//condition checking because why not
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if (listing.Conditions != null)
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{
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var args = new ListingConditionArgs(component.AccountOwner ?? buyer, uid, listing, EntityManager);
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var conditionsMet = listing.Conditions.All(condition => condition.Condition(args));
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if (!conditionsMet)
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return;
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}
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//check that we have enough money
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var cost = listing.Cost;
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foreach (var (currency, amount) in cost)
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{
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if (!component.Balance.TryGetValue(currency, out var balance) || balance < amount)
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{
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return;
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}
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}
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if (!IsOnStartingMap(uid, component))
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component.RefundAllowed = false;
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//subtract the cash
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foreach (var (currency, amount) in cost)
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{
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component.Balance[currency] -= amount;
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component.BalanceSpent.TryAdd(currency, FixedPoint2.Zero);
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component.BalanceSpent[currency] += amount;
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}
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//spawn entity
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if (listing.ProductEntity != null)
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{
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var product = Spawn(listing.ProductEntity, Transform(buyer).Coordinates);
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_hands.PickupOrDrop(buyer, product);
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HandleRefundComp(uid, component, product);
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var xForm = Transform(product);
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if (xForm.ChildCount > 0)
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{
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var childEnumerator = xForm.ChildEnumerator;
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while (childEnumerator.MoveNext(out var child))
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{
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component.BoughtEntities.Add(child);
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}
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}
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}
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//give action
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if (!string.IsNullOrWhiteSpace(listing.ProductAction))
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{
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EntityUid? actionId;
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// I guess we just allow duplicate actions?
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// Allow duplicate actions and just have a single list buy for the buy-once ones.
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if (!_mind.TryGetMind(buyer, out var mind, out _))
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actionId = _actions.AddAction(buyer, listing.ProductAction);
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else
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actionId = _actionContainer.AddAction(mind, listing.ProductAction);
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// Add the newly bought action entity to the list of bought entities
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// And then add that action entity to the relevant product upgrade listing, if applicable
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if (actionId != null)
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{
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HandleRefundComp(uid, component, actionId.Value);
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if (listing.ProductUpgradeId != null)
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{
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foreach (var upgradeListing in component.FullListingsCatalog)
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{
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if (upgradeListing.ID == listing.ProductUpgradeId)
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{
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upgradeListing.ProductActionEntity = actionId.Value;
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break;
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}
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}
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}
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}
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}
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if (listing is { ProductUpgradeId: not null, ProductActionEntity: not null })
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{
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if (listing.ProductActionEntity != null)
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{
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component.BoughtEntities.Remove(listing.ProductActionEntity.Value);
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}
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if (!_actionUpgrade.TryUpgradeAction(listing.ProductActionEntity, out var upgradeActionId))
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{
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if (listing.ProductActionEntity != null)
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HandleRefundComp(uid, component, listing.ProductActionEntity.Value);
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return;
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}
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listing.ProductActionEntity = upgradeActionId;
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if (upgradeActionId != null)
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HandleRefundComp(uid, component, upgradeActionId.Value);
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}
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if (listing.ProductEvent != null)
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{
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if (!listing.RaiseProductEventOnUser)
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RaiseLocalEvent(listing.ProductEvent);
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else
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RaiseLocalEvent(buyer, listing.ProductEvent);
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}
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//log dat shit.
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_admin.Add(LogType.StorePurchase,
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LogImpact.Low,
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$"{ToPrettyString(buyer):player} purchased listing \"{ListingLocalisationHelpers.GetLocalisedNameOrEntityName(listing, _prototypeManager)}\" from {ToPrettyString(uid)}");
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listing.PurchaseAmount++; //track how many times something has been purchased
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_audio.PlayEntity(component.BuySuccessSound, msg.Actor, uid); //cha-ching!
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var buyFinished = new StoreBuyFinishedEvent
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{
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PurchasedItem = listing,
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StoreUid = uid
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};
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RaiseLocalEvent(ref buyFinished);
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UpdateUserInterface(buyer, uid, component);
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}
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/// <summary>
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/// Handles dispensing the currency you requested to be withdrawn.
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/// </summary>
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/// <remarks>
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/// This would need to be done should a currency with decimal values need to use it.
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/// not quite sure how to handle that
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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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//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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//make sure a malicious client didn't send us random shit
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if (!_proto.TryIndex<CurrencyPrototype>(msg.Currency, out var proto))
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return;
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//we need an actually valid entity to spawn. This check has been done earlier, but just in case.
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if (proto.Cash == null || !proto.CanWithdraw)
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return;
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var buyer = msg.Actor;
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FixedPoint2 amountRemaining = msg.Amount;
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var coordinates = Transform(buyer).Coordinates;
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var sortedCashValues = proto.Cash.Keys.OrderByDescending(x => x).ToList();
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foreach (var value in sortedCashValues)
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{
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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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amountRemaining -= value * amountToSpawn;
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}
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component.Balance[msg.Currency] -= msg.Amount;
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UpdateUserInterface(buyer, uid, component);
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}
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private void OnRequestRefund(EntityUid uid, StoreComponent component, StoreRequestRefundMessage args)
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{
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// TODO: Remove guardian/holopara
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if (args.Actor is not { Valid: true } buyer)
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return;
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if (!IsOnStartingMap(uid, component))
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{
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component.RefundAllowed = false;
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UpdateUserInterface(buyer, uid, component);
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}
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if (!component.RefundAllowed || component.BoughtEntities.Count == 0)
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return;
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_admin.Add(LogType.StoreRefund, LogImpact.Low, $"{ToPrettyString(buyer):player} has refunded their purchases from {ToPrettyString(uid):store}");
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for (var i = component.BoughtEntities.Count - 1; i >= 0; i--)
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{
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var purchase = component.BoughtEntities[i];
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if (!Exists(purchase))
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continue;
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component.BoughtEntities.RemoveAt(i);
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if (_actions.TryGetActionData(purchase, out var actionComponent, logError: false))
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{
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_actionContainer.RemoveAction(purchase, actionComponent);
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}
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EntityManager.DeleteEntity(purchase);
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}
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component.BoughtEntities.Clear();
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foreach (var (currency, value) in component.BalanceSpent)
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{
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component.Balance[currency] += value;
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}
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// Reset store back to its original state
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RefreshAllListings(component);
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component.BalanceSpent = new();
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UpdateUserInterface(buyer, uid, component);
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}
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private void HandleRefundComp(EntityUid uid, StoreComponent component, EntityUid purchase)
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{
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component.BoughtEntities.Add(purchase);
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var refundComp = EnsureComp<StoreRefundComponent>(purchase);
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refundComp.StoreEntity = uid;
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}
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private bool IsOnStartingMap(EntityUid store, StoreComponent component)
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{
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var xform = Transform(store);
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return component.StartingMap == xform.MapUid;
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}
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/// <summary>
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/// Disables refunds for this store
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/// </summary>
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public void DisableRefund(EntityUid store, StoreComponent? component = null)
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{
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if (!Resolve(store, ref component))
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return;
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component.RefundAllowed = false;
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}
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}
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/// <summary>
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/// Event of successfully finishing purchase in store (<see cref="StoreSystem"/>.
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/// </summary>
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/// <param name="StoreUid">EntityUid on which store is placed.</param>
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/// <param name="PurchasedItem">ListingItem that was purchased.</param>
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[ByRefEvent]
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public readonly record struct StoreBuyFinishedEvent(
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EntityUid StoreUid,
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ListingDataWithCostModifiers PurchasedItem
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);
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