Generalized Store System (#10201)

This commit is contained in:
Nemanja
2022-08-17 00:34:25 -04:00
committed by GitHub
parent 1b50928d50
commit 2152914acc
68 changed files with 2493 additions and 1568 deletions

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using Content.Shared.FixedPoint;
using Content.Shared.Store;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Server.Store.Components;
/// <summary>
/// Identifies a component that can be inserted into a store
/// to increase its balance.
/// </summary>
[RegisterComponent]
public sealed class CurrencyComponent : Component
{
/// <summary>
/// The value of the currency.
/// The string is the currency type that will be added.
/// The FixedPoint2 is the value of each individual currency entity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("price", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, CurrencyPrototype>))]
public Dictionary<string, FixedPoint2> Price = new();
}

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using Content.Shared.FixedPoint;
using Content.Shared.Store;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Audio;
namespace Content.Server.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]
public sealed class StoreComponent : Component
{
/// <summary>
/// The default preset for the store. Is overriden by default values specified on the component.
/// </summary>
[DataField("preset", customTypeSerializer: typeof(PrototypeIdSerializer<StorePresetPrototype>))]
public string? Preset;
/// <summary>
/// All the listing categories that are available on this store.
/// The available listings are partially based on the categories.
/// </summary>
[DataField("categories", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<StoreCategoryPrototype>))]
public HashSet<string> 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>
[ViewVariables(VVAccess.ReadWrite), DataField("balance", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, CurrencyPrototype>))]
public Dictionary<string, FixedPoint2> Balance = new();
/// <summary>
/// The list of currencies that can be inserted into this store.
/// </summary>
[ViewVariables(VVAccess.ReadOnly), DataField("currencyWhitelist", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<CurrencyPrototype>))]
public HashSet<string> 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>
/// All listings, including those that aren't available to the buyer
/// </summary>
public HashSet<ListingData> Listings = new();
/// <summary>
/// All available listings from the last time that it was checked.
/// </summary>
[ViewVariables]
public HashSet<ListingData> LastAvailableListings = new();
/// <summary>
/// checks whether or not the store has been opened yet.
/// </summary>
public bool Opened = false;
#region audio
/// <summary>
/// The sound played to the buyer when a purchase is succesfully made.
/// </summary>
[ViewVariables]
[DataField("buySuccessSound")]
public SoundSpecifier BuySuccessSound = new SoundPathSpecifier("/Audio/Effects/kaching.ogg");
/// <summary>
/// The sound played to the buyer when a purchase fails.
/// </summary>
[ViewVariables]
[DataField("insufficientFundsSound")]
public SoundSpecifier InsufficientFundsSound = new SoundPathSpecifier("/Audio/Effects/error.ogg");
#endregion
}
/// <summary>
/// Event that is broadcast when a store is added to an entity
/// </summary>
public sealed class StoreAddedEvent : EntityEventArgs { };
/// <summary>
/// Event that is broadcast when a store is removed from an entity
/// </summary>
public sealed class StoreRemovedEvent : EntityEventArgs { };

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using Content.Server.Mind.Components;
using Content.Server.Traitor;
using Content.Shared.Roles;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
namespace Content.Shared.Store.Conditions;
/// <summary>
/// Allows a store entry to be filtered out based on the user's antag role.
/// Supports both blacklists and whitelists. This is copypaste because roles
/// are absolute shitcode. Refactor this later. -emo
/// </summary>
public sealed class BuyerAntagCondition : ListingCondition
{
/// <summary>
/// A whitelist of antag roles that can purchase this listing. Only one needs to be found.
/// </summary>
[DataField("whitelist", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<AntagPrototype>))]
public HashSet<string>? Whitelist;
/// <summary>
/// A blacklist of antag roles that cannot purchase this listing. Only one needs to be found.
/// </summary>
[DataField("blacklist", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<AntagPrototype>))]
public HashSet<string>? Blacklist;
public override bool Condition(ListingConditionArgs args)
{
var ent = args.EntityManager;
if (!ent.TryGetComponent<MindComponent>(args.Buyer, out var mind) || mind.Mind == null)
return true;
if (Blacklist != null)
{
foreach (var role in mind.Mind.AllRoles)
{
if (role is not TraitorRole blacklistantag)
continue;
if (Blacklist.Contains(blacklistantag.Prototype.ID))
return false;
}
}
if (Whitelist != null)
{
var found = false;
foreach (var role in mind.Mind.AllRoles)
{
if (role is not TraitorRole antag)
continue;
if (Whitelist.Contains(antag.Prototype.ID))
found = true;
}
if (!found)
return false;
}
return true;
}
}

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using Content.Server.Mind.Components;
using Content.Server.Roles;
using Content.Shared.Roles;
using Content.Shared.Store;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
namespace Content.Server.Store.Conditions;
/// <summary>
/// Allows a store entry to be filtered out based on the user's job.
/// Supports both blacklists and whitelists
/// </summary>
public sealed class BuyerJobCondition : ListingCondition
{
/// <summary>
/// A whitelist of jobs prototypes that can purchase this listing. Only one needs to be found.
/// </summary>
[DataField("whitelist", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<JobPrototype>))]
public HashSet<string>? Whitelist;
/// <summary>
/// A blacklist of job prototypes that can purchase this listing. Only one needs to be found.
/// </summary>
[DataField("blacklist", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<JobPrototype>))]
public HashSet<string>? Blacklist;
public override bool Condition(ListingConditionArgs args)
{
var ent = args.EntityManager;
if (!ent.TryGetComponent<MindComponent>(args.Buyer, out var mind) || mind.Mind == null)
return true; //this is for things like surplus crate
if (Blacklist != null)
{
foreach (var role in mind.Mind.AllRoles)
{
if (role is not Job job)
continue;
if (Blacklist.Contains(job.Prototype.ID))
return false;
}
}
if (Whitelist != null)
{
var found = false;
foreach (var role in mind.Mind.AllRoles)
{
if (role is not Job job)
continue;
if (Whitelist.Contains(job.Prototype.ID))
found = true;
}
if (!found)
return false;
}
return true;
}
}

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using Content.Shared.Store;
using Content.Shared.Whitelist;
namespace Content.Server.Store.Conditions;
/// <summary>
/// Filters out an entry based on the components or tags on an entity.
/// </summary>
public sealed class BuyerWhitelistCondition : ListingCondition
{
/// <summary>
/// A whitelist of tags or components.
/// </summary>
[DataField("whitelist")]
public EntityWhitelist? Whitelist;
/// <summary>
/// A blacklist of tags or components.
/// </summary>
[DataField("blacklist")]
public EntityWhitelist? Blacklist;
public override bool Condition(ListingConditionArgs args)
{
var ent = args.EntityManager;
if (Whitelist != null)
{
if (!Whitelist.IsValid(args.Buyer, ent))
return false;
}
if (Blacklist != null)
{
if (Blacklist.IsValid(args.Buyer, ent))
return false;
}
return true;
}
}

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using Content.Shared.Store;
namespace Content.Server.Store.Conditions;
/// <summary>
/// Only allows a listing to be purchased a certain amount of times.
/// </summary>
public sealed class ListingLimitedStockCondition : ListingCondition
{
/// <summary>
/// The amount of times this listing can be purchased.
/// </summary>
[DataField("stock", required: true)]
public int Stock;
public override bool Condition(ListingConditionArgs args)
{
return args.Listing.PurchaseAmount < Stock;
}
}

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using Content.Shared.Store;
using Content.Shared.Whitelist;
namespace Content.Server.Store.Conditions;
/// <summary>
/// Filters out an entry based on the components or tags on the store itself.
/// </summary>
public sealed class StoreWhitelistCondition : ListingCondition
{
/// <summary>
/// A whitelist of tags or components.
/// </summary>
[DataField("whitelist")]
public EntityWhitelist? Whitelist;
/// <summary>
/// A blacklist of tags or components.
/// </summary>
[DataField("blacklist")]
public EntityWhitelist? Blacklist;
public override bool Condition(ListingConditionArgs args)
{
if (args.StoreEntity == null)
return false;
var ent = args.EntityManager;
if (Whitelist != null)
{
if (!Whitelist.IsValid(args.StoreEntity.Value, ent))
return false;
}
if (Blacklist != null)
{
if (Blacklist.IsValid(args.StoreEntity.Value, ent))
return false;
}
return true;
}
}

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using Content.Server.Store.Components;
using Content.Shared.Store;
namespace Content.Server.Store.Systems;
public sealed partial class StoreSystem : EntitySystem
{
/// <summary>
/// Refreshes all listings on a store.
/// Do not use if you don't know what you're doing.
/// </summary>
/// <param name="component">The store to refresh</param>
public void RefreshAllListings(StoreComponent component)
{
component.Listings = GetAllListings();
}
/// <summary>
/// Gets all listings from a prototype.
/// </summary>
/// <returns>All the listings</returns>
public HashSet<ListingData> GetAllListings()
{
var allListings = _proto.EnumeratePrototypes<ListingPrototype>();
var allData = new HashSet<ListingData>();
foreach (var listing in allListings)
allData.Add(listing);
return allData;
}
/// <summary>
/// Adds a listing from an Id to a store
/// </summary>
/// <param name="component">The store to add the listing to</param>
/// <param name="listingId">The id of the listing</param>
/// <returns>Whetehr or not the listing was added successfully</returns>
public bool TryAddListing(StoreComponent component, string listingId)
{
if (!_proto.TryIndex<ListingPrototype>(listingId, out var proto))
{
Logger.Error("Attempted to add invalid listing.");
return false;
}
return TryAddListing(component, proto);
}
/// <summary>
/// Adds a listing to a store
/// </summary>
/// <param name="component">The store to add the listing to</param>
/// <param name="listing">The listing</param>
/// <returns>Whether or not the listing was add successfully</returns>
public bool TryAddListing(StoreComponent component, ListingData listing)
{
return component.Listings.Add(listing);
}
/// <summary>
/// Gets the available listings for a store
/// </summary>
/// <param name="user">The person getting the listings.</param>
/// <param name="component">The store the listings are coming from.</param>
/// <returns>The available listings.</returns>
public IEnumerable<ListingData> GetAvailableListings(EntityUid user, StoreComponent component)
{
return GetAvailableListings(user, component.Listings, component.Categories, component.Owner);
}
/// <summary>
/// Gets the available listings for a user given an overall set of listings and categories to filter by.
/// </summary>
/// <param name="user">The person getting the listings.</param>
/// <param name="listings">All of the listings that are available. If null, will just get all listings from the prototypes.</param>
/// <param name="categories">What categories to filter by.</param>
/// <param name="storeEntity">The physial entity of the store. Can be null.</param>
/// <returns>The available listings.</returns>
public IEnumerable<ListingData> GetAvailableListings(EntityUid user, HashSet<ListingData>? listings, HashSet<string> categories, EntityUid? storeEntity = null)
{
if (listings == null)
listings = GetAllListings();
foreach (var listing in listings)
{
if (!ListingHasCategory(listing, categories))
continue;
if (listing.Conditions != null)
{
var args = new ListingConditionArgs(user, storeEntity, listing, EntityManager);
var conditionsMet = true;
foreach (var condition in listing.Conditions)
{
if (!condition.Condition(args))
{
conditionsMet = false;
break;
}
}
if (!conditionsMet)
continue;
}
yield return listing;
}
}
/// <summary>
/// Checks if a listing appears in a list of given categories
/// </summary>
/// <param name="listing">The listing itself.</param>
/// <param name="categories">The categories to check through.</param>
/// <returns>If the listing was present in one of the categories.</returns>
public bool ListingHasCategory(ListingData listing, HashSet<string> categories)
{
foreach (var cat in categories)
{
if (listing.Categories.Contains(cat))
return true;
}
return false;
}
}

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using Content.Server.Actions;
using Content.Server.Administration.Logs;
using Content.Server.Mind.Components;
using Content.Server.Store.Components;
using Content.Server.UserInterface;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.FixedPoint;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Store;
using Content.Shared.Database;
using Robust.Server.GameObjects;
using System.Linq;
using Content.Server.Stack;
using Content.Shared.Prototypes;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server.Store.Systems;
public sealed partial class StoreSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _admin = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StackSystem _stack = default!;
private void InitializeUi()
{
SubscribeLocalEvent<StoreComponent, StoreRequestUpdateInterfaceMessage>((_,c,r) => UpdateUserInterface(r.CurrentBuyer, c));
SubscribeLocalEvent<StoreComponent, StoreBuyListingMessage>(OnBuyRequest);
SubscribeLocalEvent<StoreComponent, StoreRequestWithdrawMessage>(OnRequestWithdraw);
}
/// <summary>
/// Toggles the store Ui open and closed
/// </summary>
/// <param name="user">the person doing the toggling</param>
/// <param name="component">the store being toggled</param>
public void ToggleUi(EntityUid user, StoreComponent component)
{
if (!TryComp<ActorComponent>(user, out var actor))
return;
var ui = component.Owner.GetUIOrNull(StoreUiKey.Key);
ui?.Toggle(actor.PlayerSession);
UpdateUserInterface(user, component, ui);
}
/// <summary>
/// Updates the user interface for a store and refreshes the listings
/// </summary>
/// <param name="user">The person who if opening the store ui. Listings are filtered based on this.</param>
/// <param name="component">The store component being refreshed.</param>
/// <param name="ui"></param>
public void UpdateUserInterface(EntityUid? user, StoreComponent component, BoundUserInterface? ui = null)
{
if (ui == null)
{
ui = component.Owner.GetUIOrNull(StoreUiKey.Key);
if (ui == null)
{
Logger.Error("No Ui key.");
return;
}
}
//if we haven't opened it before, initialize the shit
if (!component.Opened)
{
InitializeFromPreset(component.Preset, component);
component.Opened = true;
}
//this is the person who will be passed into logic for all listing filtering.
var buyer = user;
if (buyer != null) //if we have no "buyer" for this update, then don't update the listings
{
if (component.AccountOwner != null) //if we have one stored, then use that instead
buyer = component.AccountOwner.Value;
component.LastAvailableListings = GetAvailableListings(buyer.Value, component).ToHashSet();
}
//dictionary for all currencies, including 0 values for currencies on the whitelist
Dictionary<string, FixedPoint2> allCurrency = new();
foreach (var supported in component.CurrencyWhitelist)
{
allCurrency.Add(supported, FixedPoint2.Zero);
if (component.Balance.ContainsKey(supported))
allCurrency[supported] = component.Balance[supported];
}
var state = new StoreUpdateState(buyer, component.LastAvailableListings, allCurrency);
ui.SetState(state);
}
/// <summary>
/// Handles whenever a purchase was made.
/// </summary>
private void OnBuyRequest(EntityUid uid, StoreComponent component, StoreBuyListingMessage msg)
{
ListingData? listing = component.Listings.FirstOrDefault(x => x.Equals(msg.Listing));
if (listing == null) //make sure this listing actually exists
{
Logger.Debug("listing does not exist");
return;
}
//verify that we can actually buy this listing and it wasn't added
if (!ListingHasCategory(listing, component.Categories))
return;
//condition checking because why not
if (listing.Conditions != null)
{
var args = new ListingConditionArgs(msg.Buyer, component.Owner, listing, EntityManager);
var conditionsMet = true;
foreach (var condition in listing.Conditions.Where(condition => !condition.Condition(args)))
conditionsMet = false;
if (!conditionsMet)
return;
}
//check that we have enough money
foreach (var currency in listing.Cost)
{
if (!component.Balance.TryGetValue(currency.Key, out var balance) || balance < currency.Value)
{
_audio.Play(component.InsufficientFundsSound, Filter.SinglePlayer(msg.Session), uid);
return;
}
}
//subtract the cash
foreach (var currency in listing.Cost)
component.Balance[currency.Key] -= currency.Value;
//spawn entity
if (listing.ProductEntity != null)
{
var product = Spawn(listing.ProductEntity, Transform(msg.Buyer).Coordinates);
_hands.TryPickupAnyHand(msg.Buyer, product);
}
//give action
if (listing.ProductAction != null)
{
var action = new InstantAction(_proto.Index<InstantActionPrototype>(listing.ProductAction));
_actions.AddAction(msg.Buyer, action, null);
}
//broadcast event
if (listing.ProductEvent != null)
{
RaiseLocalEvent(listing.ProductEvent);
}
//log dat shit.
if (TryComp<MindComponent>(msg.Buyer, out var mind))
{
_admin.Add(LogType.StorePurchase, LogImpact.Low,
$"{ToPrettyString(mind.Owner):player} purchased listing \"{listing.Name}\" from {ToPrettyString(uid)}");
}
listing.PurchaseAmount++; //track how many times something has been purchased
_audio.Play(component.BuySuccessSound, Filter.SinglePlayer(msg.Session), uid); //cha-ching!
UpdateUserInterface(msg.Buyer, component);
}
/// <summary>
/// Handles dispensing the currency you requested to be withdrawn.
/// </summary>
/// <remarks>
/// This would need to be done should a currency with decimal values need to use it.
/// not quite sure how to handle that
/// </remarks>
private void OnRequestWithdraw(EntityUid uid, StoreComponent component, StoreRequestWithdrawMessage msg)
{
//make sure we have enough cash in the bank and we actually support this currency
if (!component.Balance.TryGetValue(msg.Currency, out var currentAmount) || currentAmount < msg.Amount)
return;
//make sure a malicious client didn't send us random shit
if (!_proto.TryIndex<CurrencyPrototype>(msg.Currency, out var proto))
return;
//we need an actually valid entity to spawn. This check has been done earlier, but just in case.
if (proto.EntityId == null || !proto.CanWithdraw)
return;
var entproto = _proto.Index<EntityPrototype>(proto.EntityId);
var amountRemaining = msg.Amount;
var coordinates = Transform(msg.Buyer).Coordinates;
if (entproto.HasComponent<StackComponent>())
{
while (amountRemaining > 0)
{
var ent = Spawn(proto.EntityId, coordinates);
var stackComponent = Comp<StackComponent>(ent); //we already know it exists
var amountPerStack = Math.Min(stackComponent.MaxCount, amountRemaining);
_stack.SetCount(ent, amountPerStack, stackComponent);
amountRemaining -= amountPerStack;
_hands.TryPickupAnyHand(msg.Buyer, ent);
}
}
else //please for the love of christ give your currency stack component
{
while (amountRemaining > 0)
{
var ent = Spawn(proto.EntityId, coordinates);
_hands.TryPickupAnyHand(msg.Buyer, ent);
amountRemaining--;
}
}
component.Balance[msg.Currency] -= msg.Amount;
UpdateUserInterface(msg.Buyer, component);
}
}

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using Content.Server.Stack;
using Content.Server.Store.Components;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Store;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using System.Linq;
using Content.Server.UserInterface;
namespace Content.Server.Store.Systems;
/// <summary>
/// Manages general interactions with a store and different entities,
/// getting listings for stores, and interfacing with the store UI.
/// </summary>
public sealed partial class StoreSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CurrencyComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<StoreComponent, BeforeActivatableUIOpenEvent>((_,c,a) => UpdateUserInterface(a.User, c));
SubscribeLocalEvent<StoreComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<StoreComponent, ComponentShutdown>(OnShutdown);
InitializeUi();
}
private void OnStartup(EntityUid uid, StoreComponent component, ComponentStartup args)
{
RaiseLocalEvent(uid, new StoreAddedEvent(), true);
}
private void OnShutdown(EntityUid uid, StoreComponent component, ComponentShutdown args)
{
RaiseLocalEvent(uid, new StoreRemovedEvent(), true);
}
private void OnAfterInteract(EntityUid uid, CurrencyComponent component, AfterInteractEvent args)
{
if (args.Handled || !args.CanReach)
return;
if (args.Target == null || !TryComp<StoreComponent>(args.Target, out var store))
return;
//if you somehow are inserting cash before the store initializes.
if (!store.Opened)
{
InitializeFromPreset(store.Preset, store);
store.Opened = true;
}
args.Handled = TryAddCurrency(GetCurrencyValue(component), store);
if (args.Handled)
{
var msg = Loc.GetString("store-currency-inserted", ("used", args.Used), ("target", args.Target));
_popup.PopupEntity(msg, args.Target.Value, Filter.Pvs(args.Target.Value));
QueueDel(args.Used);
}
}
/// <summary>
/// Gets the value from an entity's currency component.
/// Scales with stacks.
/// </summary>
/// <param name="component"></param>
/// <returns>The value of the currency</returns>
public Dictionary<string, FixedPoint2> GetCurrencyValue(CurrencyComponent component)
{
TryComp<StackComponent>(component.Owner, out var stack);
var amount = stack?.Count ?? 1;
return component.Price.ToDictionary(v => v.Key, p => p.Value * amount);
}
/// <summary>
/// Tries to add a currency to a store's balance.
/// </summary>
/// <param name="component">The currency to add</param>
/// <param name="store">The store to add it to</param>
/// <returns>Whether or not the currency was succesfully added</returns>
public bool TryAddCurrency(CurrencyComponent component, StoreComponent store)
{
return TryAddCurrency(GetCurrencyValue(component), store);
}
/// <summary>
/// Tries to add a currency to a store's balance
/// </summary>
/// <param name="currency">The value to add to the store</param>
/// <param name="store">The store to add it to</param>
/// <returns>Whether or not the currency was succesfully added</returns>
public bool TryAddCurrency(Dictionary<string, FixedPoint2> currency, StoreComponent store)
{
//verify these before values are modified
foreach (var type in currency)
{
if (!store.CurrencyWhitelist.Contains(type.Key))
return false;
}
foreach (var type in currency)
{
if (!store.Balance.TryAdd(type.Key, type.Value))
store.Balance[type.Key] += type.Value;
}
UpdateUserInterface(null, store);
return true;
}
/// <summary>
/// Initializes a store based on a preset ID
/// </summary>
/// <param name="preset">The ID of a store preset prototype</param>
/// <param name="component">The store being initialized</param>
public void InitializeFromPreset(string? preset, StoreComponent component)
{
if (preset == null)
return;
if (!_proto.TryIndex<StorePresetPrototype>(preset, out var proto))
return;
InitializeFromPreset(proto, component);
}
/// <summary>
/// Initializes a store based on a given preset
/// </summary>
/// <param name="preset">The StorePresetPrototype</param>
/// <param name="component">The store being initialized</param>
public void InitializeFromPreset(StorePresetPrototype preset, StoreComponent component)
{
RefreshAllListings(component);
component.Preset = preset.ID;
component.CurrencyWhitelist.UnionWith(preset.CurrencyWhitelist);
component.Categories.UnionWith(preset.Categories);
if (component.Balance == new Dictionary<string, FixedPoint2>() && preset.InitialBalance != null) //if we don't have a value stored, use the preset
TryAddCurrency(preset.InitialBalance, component);
var ui = component.Owner.GetUIOrNull(StoreUiKey.Key);
ui?.SetState(new StoreInitializeState(preset.StoreName));
}
}