store system currency rework (#10893)

This commit is contained in:
Nemanja
2022-09-11 02:54:16 -04:00
committed by GitHub
parent 5760151fb2
commit e43ee216f6
9 changed files with 80 additions and 97 deletions

View File

@@ -1,6 +1,6 @@
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Store;
@@ -18,22 +18,18 @@ public sealed class CurrencyPrototype : IPrototype
public string ID { get; } = default!;
/// <summary>
/// The Loc string used for displaying the balance of a certain currency at the top of the store ui
/// The Loc string used for displaying the currency in the store ui.
/// doesn't necessarily refer to the full name of the currency, only
/// that which is displayed to the user.
/// </summary>
[DataField("balanceDisplay")]
public string BalanceDisplay { get; } = string.Empty;
/// <summary>
/// The Loc string used for displaying the price of listings in store UI
/// </summary>
[DataField("priceDisplay")]
public string PriceDisplay { get; } = string.Empty;
[DataField("displayName")]
public string DisplayName { get; } = string.Empty;
/// <summary>
/// The physical entity of the currency
/// </summary>
[DataField("entityId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? EntityId { get; }
[DataField("cash")] //TODO: you get your customTypeSerializer when FixedPoint2 works in them! -emo
public Dictionary<FixedPoint2, string>? Cash { get; }
/// <summary>
/// Whether or not this currency can be withdrawn from a shop by a player. Requires a valid entityId.