fix retarded code (#744)
This commit is contained in:
@@ -74,14 +74,12 @@ public sealed class SubdermalImplantSystem : SharedSubdermalImplantSystem
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return;
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return;
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// same as store code, but message is only shown to yourself
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// same as store code, but message is only shown to yourself
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args.Handled = _store.TryAddCurrency(_store.GetCurrencyValue(args.Used, currency), uid, store);
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if (!_store.TryAddCurrency((args.Used, currency), (uid, store)))
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if (!args.Handled)
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return;
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return;
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args.Handled = true;
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var msg = Loc.GetString("store-currency-inserted-implant", ("used", args.Used));
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var msg = Loc.GetString("store-currency-inserted-implant", ("used", args.Used));
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_popup.PopupEntity(msg, args.User, args.User);
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_popup.PopupEntity(msg, args.User, args.User);
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QueueDel(args.Used);
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}
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}
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private void OnFreedomImplant(EntityUid uid, SubdermalImplantComponent component, UseFreedomImplantEvent args)
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private void OnFreedomImplant(EntityUid uid, SubdermalImplantComponent component, UseFreedomImplantEvent args)
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@@ -91,19 +91,68 @@ namespace Content.Server.Stack
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/// </summary>
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/// </summary>
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public List<EntityUid> SpawnMultiple(string entityPrototype, int amount, EntityCoordinates spawnPosition)
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public List<EntityUid> SpawnMultiple(string entityPrototype, int amount, EntityCoordinates spawnPosition)
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{
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{
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var proto = _prototypeManager.Index<EntityPrototype>(entityPrototype);
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if (amount <= 0)
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proto.TryGetComponent<StackComponent>(out var stack);
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{
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var maxCountPerStack = GetMaxCount(stack);
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Log.Error(
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$"Attempted to spawn an invalid stack: {entityPrototype}, {amount}. Trace: {Environment.StackTrace}");
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return new();
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}
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var spawns = CalculateSpawns(entityPrototype, amount);
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var spawnedEnts = new List<EntityUid>();
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var spawnedEnts = new List<EntityUid>();
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foreach (var count in spawns)
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{
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var entity = SpawnAtPosition(entityPrototype, spawnPosition);
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spawnedEnts.Add(entity);
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SetCount(entity, count);
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}
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return spawnedEnts;
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}
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/// <inheritdoc cref="SpawnMultiple(string,int,EntityCoordinates)"/>
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public List<EntityUid> SpawnMultiple(string entityPrototype, int amount, EntityUid target)
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{
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if (amount <= 0)
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{
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Log.Error(
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$"Attempted to spawn an invalid stack: {entityPrototype}, {amount}. Trace: {Environment.StackTrace}");
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return new();
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}
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var spawns = CalculateSpawns(entityPrototype, amount);
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var spawnedEnts = new List<EntityUid>();
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foreach (var count in spawns)
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{
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var entity = SpawnNextToOrDrop(entityPrototype, target);
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spawnedEnts.Add(entity);
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SetCount(entity, count);
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}
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return spawnedEnts;
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}
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/// <summary>
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/// Calculates how many stacks to spawn that total up to <paramref name="amount"/>.
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/// </summary>
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/// <param name="entityPrototype">The stack to spawn.</param>
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/// <param name="amount">The amount of pieces across all stacks.</param>
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/// <returns>The list of stack counts per entity.</returns>
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private List<int> CalculateSpawns(string entityPrototype, int amount)
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{
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var proto = _prototypeManager.Index<EntityPrototype>(entityPrototype);
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proto.TryGetComponent<StackComponent>(out var stack, EntityManager.ComponentFactory);
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var maxCountPerStack = GetMaxCount(stack);
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var amounts = new List<int>();
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while (amount > 0)
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while (amount > 0)
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{
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{
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var entity = Spawn(entityPrototype, spawnPosition);
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spawnedEnts.Add(entity);
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var countAmount = Math.Min(maxCountPerStack, amount);
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var countAmount = Math.Min(maxCountPerStack, amount);
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SetCount(entity, countAmount);
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amount -= countAmount;
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amount -= countAmount;
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amounts.Add(countAmount);
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}
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}
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return spawnedEnts;
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return amounts;
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}
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}
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private void OnStackAlternativeInteract(EntityUid uid, StackComponent stack, GetVerbsEvent<AlternativeVerb> args)
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private void OnStackAlternativeInteract(EntityUid uid, StackComponent stack, GetVerbsEvent<AlternativeVerb> args)
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@@ -297,6 +297,9 @@ public sealed partial class StoreSystem
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/// </remarks>
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/// </remarks>
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private void OnRequestWithdraw(EntityUid uid, StoreComponent component, StoreRequestWithdrawMessage msg)
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private void OnRequestWithdraw(EntityUid uid, StoreComponent component, StoreRequestWithdrawMessage msg)
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{
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{
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if (msg.Amount <= 0)
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return;
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//make sure we have enough cash in the bank and we actually support this currency
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//make sure we have enough cash in the bank and we actually support this currency
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if (!component.Balance.TryGetValue(msg.Currency, out var currentAmount) || currentAmount < msg.Amount)
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if (!component.Balance.TryGetValue(msg.Currency, out var currentAmount) || currentAmount < msg.Amount)
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return;
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return;
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@@ -320,7 +323,8 @@ public sealed partial class StoreSystem
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var cashId = proto.Cash[value];
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var cashId = proto.Cash[value];
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var amountToSpawn = (int) MathF.Floor((float) (amountRemaining / value));
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var amountToSpawn = (int) MathF.Floor((float) (amountRemaining / value));
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var ents = _stack.SpawnMultiple(cashId, amountToSpawn, coordinates);
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var ents = _stack.SpawnMultiple(cashId, amountToSpawn, coordinates);
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_hands.PickupOrDrop(buyer, ents.First());
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if (ents.FirstOrDefault() is {} ent)
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_hands.PickupOrDrop(buyer, ent);
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amountRemaining -= value * amountToSpawn;
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amountRemaining -= value * amountToSpawn;
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}
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}
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@@ -94,14 +94,12 @@ public sealed partial class StoreSystem : EntitySystem
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if (ev.Cancelled)
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if (ev.Cancelled)
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return;
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return;
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args.Handled = TryAddCurrency(GetCurrencyValue(uid, component), args.Target.Value, store);
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if (!TryAddCurrency((uid, component), (args.Target.Value, store)))
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return;
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if (args.Handled)
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args.Handled = true;
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{
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var msg = Loc.GetString("store-currency-inserted", ("used", args.Used), ("target", args.Target));
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var msg = Loc.GetString("store-currency-inserted", ("used", args.Used), ("target", args.Target));
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_popup.PopupEntity(msg, args.Target.Value, args.User);
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_popup.PopupEntity(msg, args.Target.Value, args.User);
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QueueDel(args.Used);
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}
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}
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}
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private void OnImplantActivate(EntityUid uid, StoreComponent component, OpenUplinkImplantEvent args)
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private void OnImplantActivate(EntityUid uid, StoreComponent component, OpenUplinkImplantEvent args)
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@@ -123,19 +121,29 @@ public sealed partial class StoreSystem : EntitySystem
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}
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}
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/// <summary>
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/// <summary>
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/// Tries to add a currency to a store's balance.
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/// Tries to add a currency to a store's balance. Note that if successful, this will consume the currency in the process.
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/// </summary>
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/// </summary>
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/// <param name="currencyEnt"></param>
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public bool TryAddCurrency(Entity<CurrencyComponent?> currency, Entity<StoreComponent?> store)
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/// <param name="storeEnt"></param>
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/// <param name="currency">The currency to add</param>
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/// <param name="store">The store to add it to</param>
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/// <returns>Whether or not the currency was succesfully added</returns>
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[PublicAPI]
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public bool TryAddCurrency(EntityUid currencyEnt, EntityUid storeEnt, StoreComponent? store = null, CurrencyComponent? currency = null)
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{
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{
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if (!Resolve(currencyEnt, ref currency) || !Resolve(storeEnt, ref store))
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if (!Resolve(currency.Owner, ref currency.Comp))
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return false;
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return false;
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return TryAddCurrency(GetCurrencyValue(currencyEnt, currency), storeEnt, store);
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if (!Resolve(store.Owner, ref store.Comp))
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return false;
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var value = currency.Comp.Price;
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if (TryComp(currency.Owner, out StackComponent? stack) && stack.Count != 1)
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{
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value = currency.Comp.Price
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.ToDictionary(v => v.Key, p => p.Value * stack.Count);
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}
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if (!TryAddCurrency(value, store, store.Comp))
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return false;
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// Avoid having the currency accidentally be re-used. E.g., if multiple clients try to use the currency in the
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// same tick
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currency.Comp.Price.Clear();
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if (stack != null)
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_stack.SetCount(currency.Owner, 0, stack);
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QueueDel(currency);
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return true;
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}
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}
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/// <summary>
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/// <summary>
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