# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
419 lines
15 KiB
C#
419 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.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.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.PDA.Ringer;
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using Content.Shared.Store;
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using Content.Shared.Store.Components;
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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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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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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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//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)
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.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.FullListingsCatalog.FirstOrDefault(x => x.ID.Equals(msg.Listing.Id));
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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 ?? GetBuyerMind(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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var cost = listing.Cost;
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foreach (var (currency, amount) in cost)
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{
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if (!component.Balance.TryGetValue(currency, out var balance) || balance < amount)
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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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DisableRefund(uid, component);
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//subtract the cash
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foreach (var (currency, amount) in cost)
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{
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component.Balance[currency] -= amount;
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component.BalanceSpent.TryAdd(currency, FixedPoint2.Zero);
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component.BalanceSpent[currency] += amount;
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// Sunrise-Start
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var ev = new SubtractCashEvent(buyer, currency, amount);
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RaiseLocalEvent(buyer, ref ev);
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// Sunrise-End
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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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// Sunrise-Start
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var ev = new ItemPurchasedEvent(buyer);
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RaiseLocalEvent(product, ref ev);
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// Sunrise-End
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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 (listing.ApplyToMob || !_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.FullListingsCatalog)
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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))
|
|
{
|
|
if (listing.ProductActionEntity != null)
|
|
HandleRefundComp(uid, component, listing.ProductActionEntity.Value);
|
|
|
|
return;
|
|
}
|
|
|
|
listing.ProductActionEntity = upgradeActionId;
|
|
|
|
if (upgradeActionId != null)
|
|
HandleRefundComp(uid, component, upgradeActionId.Value);
|
|
|
|
}
|
|
|
|
if (listing.ProductEvent != null)
|
|
{
|
|
if (!listing.RaiseProductEventOnUser)
|
|
RaiseLocalEvent(listing.ProductEvent);
|
|
else
|
|
RaiseLocalEvent(buyer, listing.ProductEvent);
|
|
}
|
|
|
|
if (listing.DisableRefund)
|
|
{
|
|
component.RefundAllowed = false;
|
|
}
|
|
|
|
//log dat shit.
|
|
_admin.Add(LogType.StorePurchase,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(buyer):player} purchased listing \"{ListingLocalisationHelpers.GetLocalisedNameOrEntityName(listing, _proto)}\" from {ToPrettyString(uid)}");
|
|
|
|
listing.PurchaseAmount++; //track how many times something has been purchased
|
|
_audio.PlayEntity(component.BuySuccessSound, msg.Actor, uid); //cha-ching!
|
|
|
|
var buyFinished = new StoreBuyFinishedEvent
|
|
{
|
|
PurchasedItem = listing,
|
|
StoreUid = uid
|
|
};
|
|
RaiseLocalEvent(ref buyFinished);
|
|
|
|
UpdateUserInterface(buyer, uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles dispensing the currency you requested to be withdrawn.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This would need to be done should a currency with decimal values need to use it.
|
|
/// not quite sure how to handle that
|
|
/// </remarks>
|
|
private void OnRequestWithdraw(EntityUid uid, StoreComponent component, StoreRequestWithdrawMessage msg)
|
|
{
|
|
if (msg.Amount <= 0)
|
|
return;
|
|
|
|
//make sure we have enough cash in the bank and we actually support this currency
|
|
if (!component.Balance.TryGetValue(msg.Currency, out var currentAmount) || currentAmount < msg.Amount)
|
|
return;
|
|
|
|
//make sure a malicious client didn't send us random shit
|
|
if (!_proto.TryIndex<CurrencyPrototype>(msg.Currency, out var proto))
|
|
return;
|
|
|
|
//we need an actually valid entity to spawn. This check has been done earlier, but just in case.
|
|
if (proto.Cash == null || !proto.CanWithdraw)
|
|
return;
|
|
|
|
var buyer = msg.Actor;
|
|
|
|
FixedPoint2 amountRemaining = msg.Amount;
|
|
var coordinates = Transform(buyer).Coordinates;
|
|
|
|
var sortedCashValues = proto.Cash.Keys.OrderByDescending(x => x).ToList();
|
|
foreach (var value in sortedCashValues)
|
|
{
|
|
var cashId = proto.Cash[value];
|
|
var amountToSpawn = (int) MathF.Floor((float) (amountRemaining / value));
|
|
var ents = _stack.SpawnMultipleAtPosition(cashId, amountToSpawn, coordinates);
|
|
if (ents.FirstOrDefault() is {} ent)
|
|
_hands.PickupOrDrop(buyer, ent);
|
|
amountRemaining -= value * amountToSpawn;
|
|
}
|
|
|
|
component.Balance[msg.Currency] -= msg.Amount;
|
|
UpdateUserInterface(buyer, uid, component);
|
|
}
|
|
|
|
private void OnRequestRefund(EntityUid uid, StoreComponent component, StoreRequestRefundMessage args)
|
|
{
|
|
// TODO: Remove guardian/holopara
|
|
|
|
if (args.Actor is not { Valid: true } buyer)
|
|
return;
|
|
|
|
if (!IsOnStartingMap(uid, component))
|
|
{
|
|
DisableRefund(uid, component);
|
|
UpdateUserInterface(buyer, uid, component);
|
|
}
|
|
|
|
if (!component.RefundAllowed || component.BoughtEntities.Count == 0)
|
|
return;
|
|
|
|
_admin.Add(LogType.StoreRefund, LogImpact.Low, $"{ToPrettyString(buyer):player} has refunded their purchases from {ToPrettyString(uid):store}");
|
|
|
|
for (var i = component.BoughtEntities.Count - 1; i >= 0; i--)
|
|
{
|
|
var purchase = component.BoughtEntities[i];
|
|
|
|
if (!Exists(purchase))
|
|
continue;
|
|
|
|
component.BoughtEntities.RemoveAt(i);
|
|
|
|
_actionContainer.RemoveAction(purchase, logMissing: false);
|
|
|
|
Del(purchase);
|
|
}
|
|
|
|
component.BoughtEntities.Clear();
|
|
|
|
foreach (var (currency, value) in component.BalanceSpent)
|
|
{
|
|
component.Balance[currency] += value;
|
|
}
|
|
|
|
// Reset store back to its original state
|
|
RefreshAllListings(component);
|
|
component.BalanceSpent = new();
|
|
UpdateUserInterface(buyer, uid, component);
|
|
}
|
|
|
|
private void HandleRefundComp(EntityUid uid, StoreComponent component, EntityUid purchase)
|
|
{
|
|
component.BoughtEntities.Add(purchase);
|
|
var refundComp = EnsureComp<StoreRefundComponent>(purchase);
|
|
refundComp.StoreEntity = uid;
|
|
refundComp.BoughtTime = _timing.CurTime;
|
|
}
|
|
|
|
private bool IsOnStartingMap(EntityUid store, StoreComponent component)
|
|
{
|
|
var xform = Transform(store);
|
|
return component.StartingMap == xform.MapUid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disables refunds for this store
|
|
/// </summary>
|
|
public void DisableRefund(EntityUid store, StoreComponent? component = null)
|
|
{
|
|
if (!Resolve(store, ref component))
|
|
return;
|
|
|
|
component.RefundAllowed = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event of successfully finishing purchase in store (<see cref="StoreSystem"/>.
|
|
/// </summary>
|
|
/// <param name="StoreUid">EntityUid on which store is placed.</param>
|
|
/// <param name="PurchasedItem">ListingItem that was purchased.</param>
|
|
[ByRefEvent]
|
|
public readonly record struct StoreBuyFinishedEvent(
|
|
EntityUid StoreUid,
|
|
ListingDataWithCostModifiers PurchasedItem
|
|
);
|