# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.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/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.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/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
220 lines
7.9 KiB
C#
220 lines
7.9 KiB
C#
using System.Linq;
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using Content.Server.Store.Components;
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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.Components;
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using Content.Shared.Store.Events;
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using Content.Shared.UserInterface;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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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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[Dependency] private readonly IGameTiming _timing = 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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SubscribeLocalEvent<StoreComponent, IntrinsicStoreActionEvent>(OnIntrinsicStoreAction);
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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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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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}
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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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if (!_mind.TryGetMind(args.User, out var mind, out _))
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return;
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component.AccountOwner ??= mind;
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DebugTools.Assert(component.AccountOwner != null);
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if (component.AccountOwner == mind)
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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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if (!TryAddCurrency((uid, component), (args.Target.Value, store)))
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return;
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args.Handled = true;
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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, args.User);
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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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/// <remarks>
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/// If this result is intended to be used with <see cref="TryAddCurrency(Robust.Shared.GameObjects.Entity{Content.Server.Store.Components.CurrencyComponent?},Robust.Shared.GameObjects.Entity{Content.Shared.Store.Components.StoreComponent?})"/>,
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/// consider using <see cref="TryAddCurrency(Robust.Shared.GameObjects.Entity{Content.Server.Store.Components.CurrencyComponent?},Robust.Shared.GameObjects.Entity{Content.Shared.Store.Components.StoreComponent?})"/> instead to ensure that the currency is consumed in the process.
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/// </remarks>
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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. Note that if successful, this will consume the currency in the process.
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/// </summary>
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public bool TryAddCurrency(Entity<CurrencyComponent?> currency, Entity<StoreComponent?> store)
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{
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if (!Resolve(currency.Owner, ref currency.Comp))
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return false;
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if (!Resolve(store.Owner, ref store.Comp))
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return false;
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var value = currency.Comp.Price;
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if (TryComp(currency.Owner, out StackComponent? stack) && stack.Count != 1)
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{
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value = currency.Comp.Price
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.ToDictionary(v => v.Key, p => p.Value * stack.Count);
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}
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if (!TryAddCurrency(value, store, store.Comp))
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return false;
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// Avoid having the currency accidentally be re-used. E.g., if multiple clients try to use the currency in the
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// same tick
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currency.Comp.Price.Clear();
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if (stack != null)
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_stack.SetCount(currency.Owner, 0, stack);
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QueueDel(currency);
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return true;
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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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private void OnIntrinsicStoreAction(Entity<StoreComponent> ent, ref IntrinsicStoreActionEvent args)
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{
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ToggleUi(args.Performer, ent.Owner, ent.Comp);
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}
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}
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// Sunrise-Start
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[ByRefEvent]
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public readonly record struct ItemPurchasedEvent(EntityUid Purchaser);
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[ByRefEvent]
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public readonly record struct SubtractCashEvent(EntityUid Purchaser, string Currency, FixedPoint2 Cost);
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// Sunrise-End
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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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