* fix borg (#719) * Automatic changelog update * Переводы снаряжения и прочей мелочи в стартовом меню (#720) * Сумки, мешки и прочее * Перевод снаряжения * перевод черт персонажа * Добавлено ничего * Automatic changelog update * Фикс отображения потери мастера для импланта подчинения (#721) * фикс отображения * brain damage is real * я блять запустил райдер ради рефактора одного ифа * а лучше даже так * Automatic changelog update * add coderabbitai config (#722) * fix (#723) * Шприц теперь является оружием массового поражения (#724) * Automatic changelog update * Пиздец (#725) Я на это потратил 2 недели * Automatic changelog update * Honk FM (#136) (#726) * Fix Cosmic Temperance и новые песенки в jukebox * Новая музыка в jucebox x2 Co-authored-by: Vorge7 <vorge228@gmail.com> * Automatic changelog update * Флаф (fluff) мне (big_zi_348) (#727) * Заработал * brain damage * fuck (#729) * Automatic changelog update * FUCKERS (#732) * Удаление ненужных суффиксов (#731) * Перевод захардкукоженной строки (#728) * Пластырь поможет * очапятка * Перевод ревенанта * Карповый перекат * Create shakeable-component.ftl * Криогеника * Хранилища скафандров * Update autotranslate-14.ftl * Update Cyborgs.xml * Комоды * Кредиты * Удалил дубликат * Информация * Пластырь миму и клоуну * Переводы всего * Перевод аплинка * Удалил ненужные суффиксы * Revert "Удалил ненужные суффиксы" This reverts commit d82f05f30c37ec2c11e5736b91239fe9dd1a4d17. * Удаление ненужных суффиксов * Перевод реагентовых слизней * Перевод аномалий * Перевод маяков * Перевод различной мелочи * Automatic changelog update * Переводы и правки Гайдов (#730) * Automatic changelog update * aaaaa (#733) * Правка локализации (#737) * Update ThirstSystem.cs (#736) * AccessConfiguratorForBorgs (#735) * Automatic changelog update * Починил бесконечную сварку (#734) * Automatic changelog update * ShowManifestFeature (#738) * Automatic changelog update * I LOVE OPENSOURCE * Изменение размеров милишек (#739) * Фикс размеров * Заготовку биты тоже * Правка * Automatic changelog update * Время после взрыва нюки (#740) * More Fun * Автоформатирование * Подкрутка * Automatic changelog update * Скальпель в армейские ботинки (#741) * Automatic changelog update * DoHeavyAttack stamina check (#742) * Automatic changelog update * aaaaaaaaaaaaaaaaaaaaaaaaaaaaa (#743) * fix retarded code (#744) * Automatic changelog update --------- Co-authored-by: RavmorganButOnCocaine <valtos@nextmail.ru> Co-authored-by: BIGZi0348 <118811750+BIGZi0348@users.noreply.github.com> Co-authored-by: ThereDrD <88589686+ThereDrD0@users.noreply.github.com> Co-authored-by: Vorge7 <vorge228@gmail.com> Co-authored-by: Valtos <valtos@spaces.ru> Co-authored-by: haiwwkes <49613070+rhailrake@users.noreply.github.com>
408 lines
15 KiB
C#
408 lines
15 KiB
C#
using System.Linq;
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using Content.Server.Actions;
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using Content.Server.Administration.Logs;
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using Content.Server.PDA.Ringer;
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using Content.Server.Stack;
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using Content.Server.Store.Components;
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using Content.Shared.Actions;
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using Content.Shared.Changeling;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Mind;
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using Content.Shared.Store;
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using Content.Shared.UserInterface;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Store.Systems;
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public sealed partial class StoreSystem
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{
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[Dependency] private readonly IAdminLogManager _admin = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly ActionUpgradeSystem _actionUpgrade = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StackSystem _stack = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private void InitializeUi()
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{
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SubscribeLocalEvent<StoreComponent, StoreRequestUpdateInterfaceMessage>(OnRequestUpdate);
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SubscribeLocalEvent<StoreComponent, StoreBuyListingMessage>(OnBuyRequest);
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SubscribeLocalEvent<StoreComponent, StoreRequestWithdrawMessage>(OnRequestWithdraw);
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SubscribeLocalEvent<StoreComponent, StoreRequestRefundMessage>(OnRequestRefund);
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SubscribeLocalEvent<StoreComponent, RefundEntityDeletedEvent>(OnRefundEntityDeleted);
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}
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private void OnRefundEntityDeleted(Entity<StoreComponent> ent, ref RefundEntityDeletedEvent args)
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{
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ent.Comp.BoughtEntities.Remove(args.Uid);
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}
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/// <summary>
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/// Toggles the store Ui open and closed
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/// </summary>
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/// <param name="user">the person doing the toggling</param>
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/// <param name="storeEnt">the store being toggled</param>
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/// <param name="component"></param>
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public void ToggleUi(EntityUid user, EntityUid storeEnt, StoreComponent? component = null)
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{
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if (!Resolve(storeEnt, ref component))
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return;
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if (!TryComp<ActorComponent>(user, out var actor))
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return;
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if (!_ui.TryToggleUi(storeEnt, StoreUiKey.Key, actor.PlayerSession))
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return;
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UpdateUserInterface(user, storeEnt, component);
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}
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/// <summary>
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/// Closes the store UI for everyone, if it's open
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/// </summary>
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public void CloseUi(EntityUid uid, StoreComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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_ui.CloseUi(uid, StoreUiKey.Key);
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}
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/// <summary>
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/// Updates the user interface for a store and refreshes the listings
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/// </summary>
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/// <param name="user">The person who if opening the store ui. Listings are filtered based on this.</param>
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/// <param name="store">The store entity itself</param>
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/// <param name="component">The store component being refreshed.</param>
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/// <param name="ui"></param>
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public void UpdateUserInterface(EntityUid? user, EntityUid store, StoreComponent? component = null)
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{
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if (!Resolve(store, ref component))
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return;
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// TODO: Why is the state not being set unless this?
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if (!_ui.HasUi(store, StoreUiKey.Key))
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return;
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//this is the person who will be passed into logic for all listing filtering.
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if (user != null) //if we have no "buyer" for this update, then don't update the listings
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{
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component.LastAvailableListings = GetAvailableListings(component.AccountOwner ?? user.Value, store, component).ToHashSet();
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}
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//dictionary for all currencies, including 0 values for currencies on the whitelist
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Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> allCurrency = new();
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foreach (var supported in component.CurrencyWhitelist)
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{
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allCurrency.Add(supported, FixedPoint2.Zero);
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if (component.Balance.TryGetValue(supported, out var value))
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allCurrency[supported] = value;
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}
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// TODO: if multiple users are supposed to be able to interact with a single BUI & see different
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// stores/listings, this needs to use session specific BUI states.
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// only tell operatives to lock their uplink if it can be locked
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var showFooter = HasComp<RingerUplinkComponent>(store);
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var state = new StoreUpdateState(component.LastAvailableListings, allCurrency, showFooter, component.RefundAllowed);
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_ui.SetUiState(store, StoreUiKey.Key, state);
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}
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private void OnRequestUpdate(EntityUid uid, StoreComponent component, StoreRequestUpdateInterfaceMessage args)
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{
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UpdateUserInterface(args.Actor, GetEntity(args.Entity), component);
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}
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private void BeforeActivatableUiOpen(EntityUid uid, StoreComponent component, BeforeActivatableUIOpenEvent args)
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{
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UpdateUserInterface(args.User, uid, component);
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}
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/// <summary>
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/// Handles whenever a purchase was made.
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/// </summary>
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private void OnBuyRequest(EntityUid uid, StoreComponent component, StoreBuyListingMessage msg)
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{
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var listing = component.Listings.FirstOrDefault(x => x.Equals(msg.Listing));
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if (listing == null) //make sure this listing actually exists
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{
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Log.Debug("listing does not exist");
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return;
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}
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var buyer = msg.Actor;
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//verify that we can actually buy this listing and it wasn't added
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if (!ListingHasCategory(listing, component.Categories))
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return;
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//condition checking because why not
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if (listing.Conditions != null)
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{
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var args = new ListingConditionArgs(component.AccountOwner ?? buyer, uid, listing, EntityManager);
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var conditionsMet = listing.Conditions.All(condition => condition.Condition(args));
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if (!conditionsMet)
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return;
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}
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//check that we have enough money
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foreach (var currency in listing.Cost)
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{
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if (!component.Balance.TryGetValue(currency.Key, out var balance) || balance < currency.Value)
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{
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return;
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}
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}
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if (!IsOnStartingMap(uid, component))
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component.RefundAllowed = false;
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//subtract the cash
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foreach (var (currency, value) in listing.Cost)
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{
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component.Balance[currency] -= value;
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component.BalanceSpent.TryAdd(currency, FixedPoint2.Zero);
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component.BalanceSpent[currency] += value;
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}
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//spawn entity
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if (listing.ProductEntity != null)
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{
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var product = Spawn(listing.ProductEntity, Transform(buyer).Coordinates);
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_hands.PickupOrDrop(buyer, product);
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HandleRefundComp(uid, component, product);
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var xForm = Transform(product);
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if (xForm.ChildCount > 0)
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{
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var childEnumerator = xForm.ChildEnumerator;
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while (childEnumerator.MoveNext(out var child))
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{
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component.BoughtEntities.Add(child);
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}
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}
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}
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//give action
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if (!string.IsNullOrWhiteSpace(listing.ProductAction))
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{
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EntityUid? actionId;
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// I guess we just allow duplicate actions?
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// Allow duplicate actions and just have a single list buy for the buy-once ones.
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if (!_mind.TryGetMind(buyer, out var mind, out _))
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actionId = _actions.AddAction(buyer, listing.ProductAction);
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else
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actionId = _actionContainer.AddAction(mind, listing.ProductAction);
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// Add the newly bought action entity to the list of bought entities
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// And then add that action entity to the relevant product upgrade listing, if applicable
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if (actionId != null)
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{
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HandleRefundComp(uid, component, actionId.Value);
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if (listing.ProductUpgradeID != null)
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{
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foreach (var upgradeListing in component.Listings)
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{
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if (upgradeListing.ID == listing.ProductUpgradeID)
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{
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upgradeListing.ProductActionEntity = actionId.Value;
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break;
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}
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}
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}
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}
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}
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if (listing is { ProductUpgradeID: not null, ProductActionEntity: not null })
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{
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if (listing.ProductActionEntity != null)
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{
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component.BoughtEntities.Remove(listing.ProductActionEntity.Value);
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}
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if (!_actionUpgrade.TryUpgradeAction(listing.ProductActionEntity, out var upgradeActionId))
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{
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if (listing.ProductActionEntity != null)
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HandleRefundComp(uid, component, listing.ProductActionEntity.Value);
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return;
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}
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listing.ProductActionEntity = upgradeActionId;
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if (upgradeActionId != null)
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HandleRefundComp(uid, component, upgradeActionId.Value);
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}
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if (listing.ProductEvent != null)
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{
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if (!listing.RaiseProductEventOnUser)
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RaiseLocalEvent(listing.ProductEvent);
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else
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RaiseLocalEvent(buyer, listing.ProductEvent);
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}
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// WD START
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foreach (var name in listing.Components)
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{
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if (EntityManager.HasComponent(buyer, EntityManager.ComponentFactory.GetRegistration(name).Type))
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continue;
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var newComp = (Component) EntityManager.ComponentFactory.GetComponent(name);
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EntityManager.AddComponent(buyer, newComp);
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}
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// WD END
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//log dat shit.
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_admin.Add(LogType.StorePurchase, LogImpact.Low,
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$"{ToPrettyString(buyer):player} purchased listing \"{ListingLocalisationHelpers.GetLocalisedNameOrEntityName(listing, _prototypeManager)}\" from {ToPrettyString(uid)}");
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listing.PurchaseAmount++; //track how many times something has been purchased
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_audio.PlayEntity(component.BuySuccessSound, msg.Actor, uid); //cha-ching!
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//WD START
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if (listing.SaleLimit != 0 && listing.SaleAmount > 0 && listing.PurchaseAmount >= listing.SaleLimit)
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{
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listing.SaleAmount = 0;
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listing.Cost = listing.OldCost;
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}
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//WD END
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UpdateUserInterface(buyer, uid, component);
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}
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/// <summary>
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/// Handles dispensing the currency you requested to be withdrawn.
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/// </summary>
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/// <remarks>
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/// This would need to be done should a currency with decimal values need to use it.
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/// not quite sure how to handle that
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/// </remarks>
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private void OnRequestWithdraw(EntityUid uid, StoreComponent component, StoreRequestWithdrawMessage msg)
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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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if (!component.Balance.TryGetValue(msg.Currency, out var currentAmount) || currentAmount < msg.Amount)
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return;
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//make sure a malicious client didn't send us random shit
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if (!_proto.TryIndex<CurrencyPrototype>(msg.Currency, out var proto))
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return;
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//we need an actually valid entity to spawn. This check has been done earlier, but just in case.
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if (proto.Cash == null || !proto.CanWithdraw)
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return;
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var buyer = msg.Actor;
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FixedPoint2 amountRemaining = msg.Amount;
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var coordinates = Transform(buyer).Coordinates;
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var sortedCashValues = proto.Cash.Keys.OrderByDescending(x => x).ToList();
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foreach (var value in sortedCashValues)
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{
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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 ents = _stack.SpawnMultiple(cashId, amountToSpawn, coordinates);
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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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}
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component.Balance[msg.Currency] -= msg.Amount;
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UpdateUserInterface(buyer, uid, component);
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}
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private void OnRequestRefund(EntityUid uid, StoreComponent component, StoreRequestRefundMessage args)
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{
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// TODO: Remove guardian/holopara
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if (args.Actor is not { Valid: true } buyer)
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return;
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if (!IsOnStartingMap(uid, component))
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{
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component.RefundAllowed = false;
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UpdateUserInterface(buyer, uid, component);
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}
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if (!component.RefundAllowed || component.BoughtEntities.Count == 0)
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return;
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_admin.Add(LogType.StoreRefund, LogImpact.Low, $"{ToPrettyString(buyer):player} has refunded their purchases from {ToPrettyString(uid):store}");
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for (var i = component.BoughtEntities.Count - 1; i >= 0; i--)
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{
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var purchase = component.BoughtEntities[i];
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if (!Exists(purchase))
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continue;
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component.BoughtEntities.RemoveAt(i);
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if (_actions.TryGetActionData(purchase, out var actionComponent, logError: false))
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{
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_actionContainer.RemoveAction(purchase, actionComponent);
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}
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EntityManager.DeleteEntity(purchase);
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}
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component.BoughtEntities.Clear();
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foreach (var (currency, value) in component.BalanceSpent)
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{
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component.Balance[currency] += value;
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}
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// Reset store back to its original state
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RefreshAllListings(component);
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component.BalanceSpent = new();
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RaiseLocalEvent(buyer, new ChangelingRefundEvent { Store = uid }); // WD
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UpdateUserInterface(buyer, uid, component);
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}
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private void HandleRefundComp(EntityUid uid, StoreComponent component, EntityUid purchase)
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{
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component.BoughtEntities.Add(purchase);
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var refundComp = EnsureComp<StoreRefundComponent>(purchase);
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refundComp.StoreEntity = uid;
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}
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private bool IsOnStartingMap(EntityUid store, StoreComponent component)
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{
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var xform = Transform(store);
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return component.StartingMap == xform.MapUid;
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}
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/// <summary>
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/// Disables refunds for this store
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/// </summary>
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public void DisableRefund(EntityUid store, StoreComponent? component = null)
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{
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if (!Resolve(store, ref component))
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return;
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component.RefundAllowed = false;
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}
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}
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