* 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>
98 lines
3.8 KiB
C#
98 lines
3.8 KiB
C#
using System.Linq;
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using Content.Server.Store.Systems;
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using Content.Server.StoreDiscount.Systems;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.FixedPoint;
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using Content.Shared.Store;
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using Content.Shared.Store.Components;
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namespace Content.Server.Traitor.Uplink
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{
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public sealed class UplinkSystem : EntitySystem
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{
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[ValidatePrototypeId<CurrencyPrototype>]
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public const string TelecrystalCurrencyPrototype = "Telecrystal";
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/// <summary>
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/// Adds an uplink to the target
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/// </summary>
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/// <param name="user">The person who is getting the uplink</param>
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/// <param name="balance">The amount of currency on the uplink. If null, will just use the amount specified in the preset.</param>
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/// <param name="uplinkEntity">The entity that will actually have the uplink functionality. Defaults to the PDA if null.</param>
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/// <param name="giveDiscounts">Marker that enables discounts for uplink items.</param>
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/// <returns>Whether or not the uplink was added successfully</returns>
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public bool AddUplink(
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EntityUid user,
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FixedPoint2? balance,
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EntityUid? uplinkEntity = null,
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bool giveDiscounts = false
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)
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{
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// Try to find target item if none passed
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uplinkEntity ??= FindUplinkTarget(user);
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if (uplinkEntity == null)
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{
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return false;
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}
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EnsureComp<UplinkComponent>(uplinkEntity.Value);
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var store = EnsureComp<StoreComponent>(uplinkEntity.Value);
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store.AccountOwner = user;
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store.Balance.Clear();
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if (balance != null)
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{
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store.Balance.Clear();
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_store.TryAddCurrency(new Dictionary<string, FixedPoint2> { { TelecrystalCurrencyPrototype, balance.Value } }, uplinkEntity.Value, store);
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}
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var uplinkInitializedEvent = new StoreInitializedEvent(
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TargetUser: user,
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Store: uplinkEntity.Value,
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UseDiscounts: giveDiscounts,
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Listings: _store.GetAvailableListings(user, uplinkEntity.Value, store)
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.ToArray()
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);
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RaiseLocalEvent(ref uplinkInitializedEvent);
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// TODO add BUI. Currently can't be done outside of yaml -_-
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return true;
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}
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/// <summary>
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/// Finds the entity that can hold an uplink for a user.
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/// Usually this is a pda in their pda slot, but can also be in their hands. (but not pockets or inside bag, etc.)
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/// </summary>
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public EntityUid? FindUplinkTarget(EntityUid user)
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{
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// Try to find PDA in inventory
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if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
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{
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while (containerSlotEnumerator.MoveNext(out var pdaUid))
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{
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if (!pdaUid.ContainedEntity.HasValue)
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continue;
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if (HasComp<PdaComponent>(pdaUid.ContainedEntity.Value) || HasComp<StoreComponent>(pdaUid.ContainedEntity.Value))
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return pdaUid.ContainedEntity.Value;
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}
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}
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// Also check hands
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foreach (var item in _handsSystem.EnumerateHeld(user))
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{
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if (HasComp<PdaComponent>(item) || HasComp<StoreComponent>(item))
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return item;
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}
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return null;
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}
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}
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}
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