# 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
227 lines
8.0 KiB
C#
227 lines
8.0 KiB
C#
using Content.Server.Store.Components;
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using Content.Shared.UserInterface;
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using Content.Shared.FixedPoint;
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using Content.Shared.Implants.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Stacks;
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using Content.Shared.Store;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using System.Linq;
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using Robust.Shared.Utility;
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namespace Content.Server.Store.Systems;
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/// <summary>
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/// Manages general interactions with a store and different entities,
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/// getting listings for stores, and interfacing with the store UI.
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/// </summary>
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public sealed partial class StoreSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StoreComponent, ActivatableUIOpenAttemptEvent>(OnStoreOpenAttempt);
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SubscribeLocalEvent<CurrencyComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<StoreComponent, BeforeActivatableUIOpenEvent>(BeforeActivatableUiOpen);
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SubscribeLocalEvent<StoreComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<StoreComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<StoreComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<StoreComponent, OpenUplinkImplantEvent>(OnImplantActivate);
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InitializeUi();
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InitializeCommand();
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InitializeRefund();
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}
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private void OnMapInit(EntityUid uid, StoreComponent component, MapInitEvent args)
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{
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RefreshAllListings(component);
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InitializeFromPreset(component.Preset, uid, component);
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component.StartingMap = Transform(uid).MapUid;
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}
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private void OnStartup(EntityUid uid, StoreComponent component, ComponentStartup args)
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{
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// for traitors, because the StoreComponent for the PDA can be added at any time.
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if (MetaData(uid).EntityLifeStage == EntityLifeStage.MapInitialized)
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{
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RefreshAllListings(component);
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InitializeFromPreset(component.Preset, uid, component);
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}
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var ev = new StoreAddedEvent();
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RaiseLocalEvent(uid, ref ev, true);
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}
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private void OnShutdown(EntityUid uid, StoreComponent component, ComponentShutdown args)
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{
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var ev = new StoreRemovedEvent();
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RaiseLocalEvent(uid, ref ev, true);
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}
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private void OnStoreOpenAttempt(EntityUid uid, StoreComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (!component.OwnerOnly)
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return;
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component.AccountOwner ??= args.User;
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DebugTools.Assert(component.AccountOwner != null);
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if (component.AccountOwner == args.User)
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return;
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_popup.PopupEntity(Loc.GetString("store-not-account-owner", ("store", uid)), uid, args.User);
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args.Cancel();
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}
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private void OnAfterInteract(EntityUid uid, CurrencyComponent component, AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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if (!TryComp<StoreComponent>(args.Target, out var store))
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return;
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var ev = new CurrencyInsertAttemptEvent(args.User, args.Target.Value, args.Used, store);
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RaiseLocalEvent(args.Target.Value, ev);
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if (ev.Cancelled)
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return;
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args.Handled = TryAddCurrency(GetCurrencyValue(uid, component), args.Target.Value, store);
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if (args.Handled)
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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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_popup.PopupEntity(msg, args.Target.Value);
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QueueDel(args.Used);
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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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{
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ToggleUi(args.Performer, uid, component);
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}
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/// <summary>
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/// Gets the value from an entity's currency component.
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/// Scales with stacks.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <returns>The value of the currency</returns>
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public Dictionary<string, FixedPoint2> GetCurrencyValue(EntityUid uid, CurrencyComponent component)
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{
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var amount = EntityManager.GetComponentOrNull<StackComponent>(uid)?.Count ?? 1;
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return component.Price.ToDictionary(v => v.Key, p => p.Value * amount);
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}
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/// <summary>
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/// Tries to add a currency to a store's balance.
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/// </summary>
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/// <param name="currencyEnt"></param>
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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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if (!Resolve(currencyEnt, ref currency) || !Resolve(storeEnt, ref store))
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return false;
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return TryAddCurrency(GetCurrencyValue(currencyEnt, currency), storeEnt, store);
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}
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/// <summary>
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/// Tries to add a currency to a store's balance
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/// </summary>
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/// <param name="currency">The value to add to the store</param>
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/// <param name="uid"></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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public bool TryAddCurrency(Dictionary<string, FixedPoint2> currency, EntityUid uid, StoreComponent? store = null)
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{
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if (!Resolve(uid, ref store))
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return false;
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//verify these before values are modified
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foreach (var type in currency)
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{
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if (!store.CurrencyWhitelist.Contains(type.Key))
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return false;
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}
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foreach (var type in currency)
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{
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if (!store.Balance.TryAdd(type.Key, type.Value))
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store.Balance[type.Key] += type.Value;
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}
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UpdateUserInterface(null, uid, store);
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return true;
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}
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/// <summary>
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/// Initializes a store based on a preset ID
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/// </summary>
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/// <param name="preset">The ID of a store preset prototype</param>
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/// <param name="uid"></param>
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/// <param name="component">The store being initialized</param>
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public void InitializeFromPreset(string? preset, EntityUid uid, StoreComponent component)
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{
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if (preset == null)
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return;
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if (!_proto.TryIndex<StorePresetPrototype>(preset, out var proto))
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return;
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InitializeFromPreset(proto, uid, component);
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}
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/// <summary>
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/// Initializes a store based on a given preset
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/// </summary>
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/// <param name="preset">The StorePresetPrototype</param>
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/// <param name="uid"></param>
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/// <param name="component">The store being initialized</param>
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public void InitializeFromPreset(StorePresetPrototype preset, EntityUid uid, StoreComponent component)
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{
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component.Preset = preset.ID;
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component.CurrencyWhitelist.UnionWith(preset.CurrencyWhitelist);
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component.Categories.UnionWith(preset.Categories);
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if (component.Balance == new Dictionary<string, FixedPoint2>() && preset.InitialBalance != null) //if we don't have a value stored, use the preset
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TryAddCurrency(preset.InitialBalance, uid, component);
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ApplySales(component.Listings, preset); // WD
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var ui = _ui.GetUiOrNull(uid, StoreUiKey.Key);
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if (ui != null)
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{
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_ui.SetUiState(ui, new StoreInitializeState(preset.StoreName));
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}
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}
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}
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public sealed class CurrencyInsertAttemptEvent : CancellableEntityEventArgs
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{
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public readonly EntityUid User;
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public readonly EntityUid Target;
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public readonly EntityUid Used;
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public readonly StoreComponent Store;
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public CurrencyInsertAttemptEvent(EntityUid user, EntityUid target, EntityUid used, StoreComponent store)
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{
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User = user;
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Target = target;
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Used = used;
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Store = store;
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}
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}
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