Files
tbd-station-14/Content.Server/StoreDiscount/Systems/StoreDiscountSystem.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

398 lines
15 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Store.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Store;
using Content.Shared.StoreDiscount.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.StoreDiscount.Systems;
/// <summary>
/// Discount system that is part of <see cref="StoreSystem"/>.
/// </summary>
public sealed class StoreDiscountSystem : EntitySystem
{
[ValidatePrototypeId<StoreCategoryPrototype>]
private const string DiscountedStoreCategoryPrototypeKey = "DiscountedItems";
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StoreInitializedEvent>(OnStoreInitialized);
SubscribeLocalEvent<StoreBuyFinishedEvent>(OnBuyFinished);
}
/// <summary> Decrements discounted item count, removes discount modifier and category, if counter reaches zero. </summary>
private void OnBuyFinished(ref StoreBuyFinishedEvent ev)
{
var (storeId, purchasedItem) = ev;
if (!TryComp<StoreDiscountComponent>(storeId, out var discountsComponent))
{
return;
}
// find and decrement discount count for item, if there is one.
if (!TryGetDiscountData(discountsComponent.Discounts, purchasedItem, out var discountData) || discountData.Count == 0)
{
return;
}
discountData.Count--;
if (discountData.Count > 0)
{
return;
}
// if there were discounts, but they are all bought up now - restore state: remove modifier and remove store category
purchasedItem.RemoveCostModifier(discountData.DiscountCategory);
purchasedItem.Categories.Remove(DiscountedStoreCategoryPrototypeKey);
}
/// <summary> Initialized discounts if required. </summary>
private void OnStoreInitialized(ref StoreInitializedEvent ev)
{
if (!ev.UseDiscounts)
{
return;
}
var discountComponent = EnsureComp<StoreDiscountComponent>(ev.Store);
var discounts = InitializeDiscounts(ev.Listings);
ApplyDiscounts(ev.Listings, discounts);
discountComponent.Discounts = discounts;
}
private IReadOnlyList<StoreDiscountData> InitializeDiscounts(
IReadOnlyCollection<ListingDataWithCostModifiers> listings,
int totalAvailableDiscounts = 3
)
{
// Get list of categories with cumulative weights.
// for example if we have categories with weights 2, 18 and 80
// list of cumulative ones will be 2,20,100 (with 100 being total).
// Then roll amount of unique listing items to be discounted under
// each category, and after that - roll exact items in categories
// and their cost
var prototypes = _prototypeManager.EnumeratePrototypes<DiscountCategoryPrototype>();
var categoriesWithCumulativeWeight = new CategoriesWithCumulativeWeightMap(prototypes);
var uniqueListingItemCountByCategory = PickCategoriesToRoll(totalAvailableDiscounts, categoriesWithCumulativeWeight);
return RollItems(listings, uniqueListingItemCountByCategory);
}
/// <summary>
/// Roll <b>how many</b> unique listing items which discount categories going to have. This will be used later to then pick listing items
/// to actually set discounts.
/// </summary>
/// <remarks>
/// Not every discount category have equal chance to be rolled, and not every discount category even can be rolled.
/// This step is important to distribute discounts properly (weighted) and with respect of
/// category maxItems, and more importantly - to not roll same item multiple times on next step.
/// </remarks>
/// <param name="totalAvailableDiscounts">
/// Total amount of different listing items to be discounted. Depending on <see cref="DiscountCategoryPrototype.MaxItems"/>
/// there might be less discounts then <see cref="totalAvailableDiscounts"/>, but never more.
/// </param>
/// <param name="categoriesWithCumulativeWeightMap">
/// Map of discount category cumulative weights by respective protoId of discount category.
/// </param>
/// <returns>Map: <b>count</b> of different listing items to be discounted, by discount category.</returns>
private Dictionary<ProtoId<DiscountCategoryPrototype>, int> PickCategoriesToRoll(
int totalAvailableDiscounts,
CategoriesWithCumulativeWeightMap categoriesWithCumulativeWeightMap
)
{
var chosenDiscounts = new Dictionary<ProtoId<DiscountCategoryPrototype>, int>();
for (var i = 0; i < totalAvailableDiscounts; i++)
{
var discountCategory = categoriesWithCumulativeWeightMap.RollCategory(_random);
if (discountCategory == null)
{
break;
}
// * if category was not previously picked - we mark it as picked 1 time
// * if category was previously picked - we increment its 'picked' marker
// * if category 'picked' marker going to exceed limit on category - we need to remove IT from further rolls
int newDiscountCount;
if (!chosenDiscounts.TryGetValue(discountCategory.ID, out var alreadySelectedCount))
{
newDiscountCount = 1;
}
else
{
newDiscountCount = alreadySelectedCount + 1;
}
chosenDiscounts[discountCategory.ID] = newDiscountCount;
if (newDiscountCount >= discountCategory.MaxItems)
{
categoriesWithCumulativeWeightMap.Remove(discountCategory);
}
}
return chosenDiscounts;
}
/// <summary>
/// Rolls list of exact <see cref="ListingData"/> items to be discounted, and amount of currency to be discounted.
/// </summary>
/// <param name="listings">List of all available listing items from which discounted ones could be selected.</param>
/// <param name="chosenDiscounts"></param>
/// <returns>Collection of containers with rolled discount data.</returns>
private IReadOnlyList<StoreDiscountData> RollItems(IEnumerable<ListingDataWithCostModifiers> listings, Dictionary<ProtoId<DiscountCategoryPrototype>, int> chosenDiscounts)
{
// To roll for discounts on items we: pick listing items that have values inside 'DiscountDownTo'.
// then we iterate over discount categories that were chosen on previous step and pick unique set
// of items from that exact category. Then we roll for their cost:
// cost could be anything between DiscountDownTo value and actual item cost.
var listingsByDiscountCategory = GroupDiscountableListingsByDiscountCategory(listings);
var list = new List<StoreDiscountData>();
foreach (var (discountCategory, itemsCount) in chosenDiscounts)
{
if (!listingsByDiscountCategory.TryGetValue(discountCategory, out var itemsForDiscount))
{
continue;
}
var chosen = _random.GetItems(itemsForDiscount, itemsCount, allowDuplicates: false);
foreach (var listingData in chosen)
{
var cost = listingData.OriginalCost;
var discountAmountByCurrencyId = RollItemCost(cost, listingData);
var discountData = new StoreDiscountData
{
ListingId = listingData.ID,
Count = 1,
DiscountCategory = listingData.DiscountCategory!.Value,
DiscountAmountByCurrency = discountAmountByCurrencyId
};
list.Add(discountData);
}
}
return list;
}
/// <summary> Roll amount of each currency by which item cost should be reduced. </summary>
/// <remarks>
/// No point in confusing user with a fractional number, so we remove numbers after dot that were rolled.
/// </remarks>
private Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> RollItemCost(
IReadOnlyDictionary<ProtoId<CurrencyPrototype>, FixedPoint2> originalCost,
ListingDataWithCostModifiers listingData
)
{
var discountAmountByCurrencyId = new Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2>(originalCost.Count);
foreach (var (currency, amount) in originalCost)
{
if (!listingData.DiscountDownTo.TryGetValue(currency, out var discountUntilValue))
{
continue;
}
var discountUntilRolledValue = _random.NextDouble(discountUntilValue.Double(), amount.Double());
var discountedCost = amount - Math.Floor(discountUntilRolledValue);
// discount is negative modifier for cost
discountAmountByCurrencyId.Add(currency.Id, -discountedCost);
}
return discountAmountByCurrencyId;
}
private void ApplyDiscounts(IReadOnlyList<ListingDataWithCostModifiers> listings, IReadOnlyCollection<StoreDiscountData> discounts)
{
foreach (var discountData in discounts)
{
if (discountData.Count <= 0)
{
continue;
}
ListingDataWithCostModifiers? found = null;
for (var i = 0; i < listings.Count; i++)
{
var current = listings[i];
if (current.ID == discountData.ListingId)
{
found = current;
break;
}
}
if (found == null)
{
Log.Warning($"Attempted to apply discount to listing item with {discountData.ListingId}, but found no such listing item.");
return;
}
found.AddCostModifier(discountData.DiscountCategory, discountData.DiscountAmountByCurrency);
found.Categories.Add(DiscountedStoreCategoryPrototypeKey);
}
}
private static Dictionary<ProtoId<DiscountCategoryPrototype>, List<ListingDataWithCostModifiers>> GroupDiscountableListingsByDiscountCategory(
IEnumerable<ListingDataWithCostModifiers> listings
)
{
var listingsByDiscountCategory = new Dictionary<ProtoId<DiscountCategoryPrototype>, List<ListingDataWithCostModifiers>>();
foreach (var listing in listings)
{
var category = listing.DiscountCategory;
if (category == null || listing.DiscountDownTo.Count == 0)
{
continue;
}
if (!listingsByDiscountCategory.TryGetValue(category.Value, out var list))
{
list = new List<ListingDataWithCostModifiers>();
listingsByDiscountCategory[category.Value] = list;
}
list.Add(listing);
}
return listingsByDiscountCategory;
}
private static bool TryGetDiscountData(
IReadOnlyList<StoreDiscountData> discounts,
ListingDataWithCostModifiers purchasedItem,
[MaybeNullWhen(false)] out StoreDiscountData discountData
)
{
for (var i = 0; i < discounts.Count; i++)
{
var current = discounts[i];
if (current.ListingId == purchasedItem.ID)
{
discountData = current;
return true;
}
}
discountData = null!;
return false;
}
/// <summary> Map for holding discount categories with their calculated cumulative weight. </summary>
private sealed record CategoriesWithCumulativeWeightMap
{
private readonly List<DiscountCategoryPrototype> _categories;
private readonly List<int> _weights;
private int _totalWeight;
/// <summary>
/// Creates map, filtering out categories that could not be picked (no weight, no max items).
/// Calculates cumulative weights by summing each next category weight with sum of all previous ones.
/// </summary>
public CategoriesWithCumulativeWeightMap(IEnumerable<DiscountCategoryPrototype> prototypes)
{
var asArray = prototypes.ToArray();
_weights = new (asArray.Length);
_categories = new(asArray.Length);
var currentIndex = 0;
_totalWeight = 0;
for (var i = 0; i < asArray.Length; i++)
{
var category = asArray[i];
if (category.MaxItems <= 0 || category.Weight <= 0)
{
continue;
}
_categories.Add(category);
if (currentIndex == 0)
{
_totalWeight = category.Weight;
}
else
{
// cumulative weight of last discount category is total weight of all categories
_totalWeight += category.Weight;
}
_weights.Add(_totalWeight);
currentIndex++;
}
}
/// <summary>
/// Removes category and all of its effects on other items in map:
/// decreases cumulativeWeight of every category that is following current one, and then
/// reduces total cumulative count by that category weight, so it won't affect next rolls in any way.
/// </summary>
public void Remove(DiscountCategoryPrototype discountCategory)
{
var indexToRemove = _categories.IndexOf(discountCategory);
if (indexToRemove == -1)
{
return;
}
for (var i = indexToRemove + 1; i < _categories.Count; i++)
{
_weights[i]-= discountCategory.Weight;
}
_totalWeight -= discountCategory.Weight;
_categories.RemoveAt(indexToRemove);
_weights.RemoveAt(indexToRemove);
}
/// <summary>
/// Roll category respecting categories weight.
/// </summary>
/// <remarks>
/// We rolled random point inside range of 0 and 'total weight' to pick category respecting category weights
/// now we find index of category we rolled. If category cumulative weight is less than roll -
/// we rolled other category, skip and try next.
/// </remarks>
/// <param name="random">Random number generator.</param>
/// <returns>Rolled category, or null if no category could be picked based on current map state.</returns>
public DiscountCategoryPrototype? RollCategory(IRobustRandom random)
{
var roll = random.Next(_totalWeight);
for (int i = 0; i < _weights.Count; i++)
{
if (roll < _weights[i])
{
return _categories[i];
}
}
return null;
}
}
}
/// <summary>
/// Event of store being initialized.
/// </summary>
/// <param name="TargetUser">EntityUid of store entity owner.</param>
/// <param name="Store">EntityUid of store entity.</param>
/// <param name="UseDiscounts">Marker, if store should have discounts.</param>
/// <param name="Listings">List of available listings items.</param>
[ByRefEvent]
public record struct StoreInitializedEvent(
EntityUid TargetUser,
EntityUid Store,
bool UseDiscounts,
IReadOnlyList<ListingDataWithCostModifiers> Listings
);