* 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>
95 lines
2.9 KiB
C#
95 lines
2.9 KiB
C#
using Content.Client.GameTicking.Managers;
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using Content.Shared.Store;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Store.Ui;
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[GenerateTypedNameReferences]
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public sealed partial class StoreListingControl : Control
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IEntityManager _entity = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private readonly ClientGameTicker _ticker;
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private readonly ListingDataWithCostModifiers _data;
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private readonly bool _hasBalance;
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private readonly string _price;
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private readonly string _discount;
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public StoreListingControl(ListingDataWithCostModifiers data, string price, string discount, bool hasBalance, Texture? texture = null)
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{
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IoCManager.InjectDependencies(this);
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RobustXamlLoader.Load(this);
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_ticker = _entity.System<ClientGameTicker>();
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_data = data;
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_hasBalance = hasBalance;
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_price = price;
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_discount = discount;
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StoreItemName.Text = ListingLocalisationHelpers.GetLocalisedNameOrEntityName(_data, _prototype);
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StoreItemDescription.SetMessage(ListingLocalisationHelpers.GetLocalisedDescriptionOrEntityDescription(_data, _prototype));
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UpdateBuyButtonText();
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StoreItemBuyButton.Disabled = !CanBuy();
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StoreItemTexture.Texture = texture;
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}
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private bool CanBuy()
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{
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if (!_hasBalance)
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return false;
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var stationTime = _timing.CurTime.Subtract(_ticker.RoundStartTimeSpan);
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if (_data.RestockTime > stationTime)
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return false;
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return true;
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}
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private void UpdateBuyButtonText()
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{
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var stationTime = _timing.CurTime.Subtract(_ticker.RoundStartTimeSpan);
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if (_data.RestockTime > stationTime)
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{
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var timeLeftToBuy = stationTime - _data.RestockTime;
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StoreItemBuyButton.Text = timeLeftToBuy.Duration().ToString(@"mm\:ss");
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}
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else
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{
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DiscountSubText.Text = _discount;
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StoreItemBuyButton.Text = _price;
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}
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}
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private void UpdateName()
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{
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var name = ListingLocalisationHelpers.GetLocalisedNameOrEntityName(_data, _prototype);
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var stationTime = _timing.CurTime.Subtract(_ticker.RoundStartTimeSpan);
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if (_data.RestockTime > stationTime)
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{
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name += Loc.GetString("store-ui-button-out-of-stock");
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}
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StoreItemName.Text = name;
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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UpdateBuyButtonText();
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UpdateName();
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StoreItemBuyButton.Disabled = !CanBuy();
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}
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}
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