# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
131 lines
4.5 KiB
C#
131 lines
4.5 KiB
C#
using Content.Shared.FixedPoint;
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using Content.Shared.Store;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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namespace Content.Server.Store.Components;
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/// <summary>
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/// This component manages a store which players can use to purchase different listings
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/// through the ui. The currency, listings, and categories are defined in yaml.
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/// </summary>
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[RegisterComponent]
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public sealed partial class StoreComponent : Component
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{
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/// <summary>
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/// The default preset for the store. Is overriden by default values specified on the component.
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/// </summary>
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[DataField("preset", customTypeSerializer: typeof(PrototypeIdSerializer<StorePresetPrototype>))]
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public string? Preset;
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/// <summary>
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/// All the listing categories that are available on this store.
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/// The available listings are partially based on the categories.
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/// </summary>
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[DataField("categories", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<StoreCategoryPrototype>))]
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public HashSet<string> Categories = new();
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/// <summary>
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/// The total amount of currency that can be used in the store.
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/// The string represents the ID of te currency prototype, where the
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/// float is that amount.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("balance", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, CurrencyPrototype>))]
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public Dictionary<string, FixedPoint2> Balance = new();
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/// <summary>
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/// The list of currencies that can be inserted into this store.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly), DataField("currencyWhitelist", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<CurrencyPrototype>))]
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public HashSet<string> CurrencyWhitelist = new();
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/// <summary>
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/// The person who "owns" the store/account. Used if you want the listings to be fixed
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/// regardless of who activated it. I.E. role specific items for uplinks.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? AccountOwner = null;
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/// <summary>
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/// All listings, including those that aren't available to the buyer
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/// </summary>
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public HashSet<ListingData> Listings = new();
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/// <summary>
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/// All available listings from the last time that it was checked.
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/// </summary>
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[ViewVariables]
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public HashSet<ListingData> LastAvailableListings = new();
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/// <summary>
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/// All current entities bought from this shop. Useful for keeping track of refunds and upgrades.
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/// </summary>
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[ViewVariables, DataField]
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public List<EntityUid> BoughtEntities = new();
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/// <summary>
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/// The total balance spent in this store. Used for refunds.
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/// </summary>
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[ViewVariables, DataField]
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public Dictionary<string, FixedPoint2> BalanceSpent = new();
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/// <summary>
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/// Controls if the store allows refunds
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/// </summary>
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[ViewVariables, DataField]
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public bool RefundAllowed;
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/// <summary>
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/// Checks if store can be opened by the account owner only.
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/// Not meant to be used with uplinks.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public bool OwnerOnly;
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/// <summary>
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/// The map the store was originally from, used to block refunds if the map is changed
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/// </summary>
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[DataField]
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public EntityUid? StartingMap;
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// Miracle
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[DataField]
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public bool Refunds;
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#region audio
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/// <summary>
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/// The sound played to the buyer when a purchase is succesfully made.
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/// </summary>
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[DataField("buySuccessSound")]
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public SoundSpecifier BuySuccessSound = new SoundPathSpecifier("/Audio/Effects/kaching.ogg");
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#endregion
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}
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/// <summary>
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/// Event that is broadcast when a store is added to an entity
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/// </summary>
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[ByRefEvent]
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public readonly record struct StoreAddedEvent;
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/// <summary>
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/// Event that is broadcast when a store is removed from an entity
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/// </summary>
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[ByRefEvent]
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public readonly record struct StoreRemovedEvent;
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/// <summary>
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/// Broadcast when an Entity with the <see cref="StoreRefundComponent"/> is deleted
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/// </summary>
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[ByRefEvent]
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public readonly struct RefundEntityDeletedEvent
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{
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public EntityUid Uid { get; }
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public RefundEntityDeletedEvent(EntityUid uid)
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{
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Uid = uid;
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}
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}
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