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