Files
tbd-station-14/Content.Shared/Store/Components/StoreComponent.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

122 lines
3.8 KiB
C#

using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Store.Components;
/// <summary>
/// This component manages a store which players can use to purchase different listings
/// through the ui. The currency, listings, and categories are defined in yaml.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class StoreComponent : Component
{
[DataField]
public LocId Name = "store-ui-default-title";
/// <summary>
/// All the listing categories that are available on this store.
/// The available listings are partially based on the categories.
/// </summary>
[DataField]
public HashSet<ProtoId<StoreCategoryPrototype>> Categories = new();
/// <summary>
/// The total amount of currency that can be used in the store.
/// The string represents the ID of te currency prototype, where the
/// float is that amount.
/// </summary>
[DataField]
public Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> Balance = new();
/// <summary>
/// The list of currencies that can be inserted into this store.
/// </summary>
[DataField]
public HashSet<ProtoId<CurrencyPrototype>> CurrencyWhitelist = new();
/// <summary>
/// The person who "owns" the store/account. Used if you want the listings to be fixed
/// regardless of who activated it. I.E. role specific items for uplinks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public EntityUid? AccountOwner = null;
/// <summary>
/// Cached list of listings items with modifiers.
/// </summary>
[DataField]
public HashSet<ListingDataWithCostModifiers> FullListingsCatalog = new();
/// <summary>
/// All available listings from the last time that it was checked.
/// </summary>
[ViewVariables]
public HashSet<ListingDataWithCostModifiers> LastAvailableListings = new();
/// <summary>
/// All current entities bought from this shop. Useful for keeping track of refunds and upgrades.
/// </summary>
[ViewVariables, DataField]
public List<EntityUid> BoughtEntities = new();
/// <summary>
/// The total balance spent in this store. Used for refunds.
/// </summary>
[ViewVariables, DataField]
public Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> BalanceSpent = new();
/// <summary>
/// Controls if the store allows refunds
/// </summary>
[ViewVariables, DataField]
public bool RefundAllowed;
/// <summary>
/// Checks if store can be opened by the account owner only.
/// Not meant to be used with uplinks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField]
public bool OwnerOnly;
/// <summary>
/// The map the store was originally from, used to block refunds if the map is changed
/// </summary>
[DataField]
public EntityUid? StartingMap;
#region audio
/// <summary>
/// The sound played to the buyer when a purchase is succesfully made.
/// </summary>
[DataField]
public SoundSpecifier BuySuccessSound = new SoundPathSpecifier("/Audio/Effects/kaching.ogg");
#endregion
}
/// <summary>
/// Event that is broadcast when a store is added to an entity
/// </summary>
[ByRefEvent]
public readonly record struct StoreAddedEvent;
/// <summary>
/// Event that is broadcast when a store is removed from an entity
/// </summary>
[ByRefEvent]
public readonly record struct StoreRemovedEvent;
/// <summary>
/// Broadcast when an Entity with the <see cref="StoreRefundComponent"/> is deleted
/// </summary>
[ByRefEvent]
public readonly struct RefundEntityDeletedEvent
{
public EntityUid Uid { get; }
public RefundEntityDeletedEvent(EntityUid uid)
{
Uid = uid;
}
}