# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.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/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.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/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
396 lines
15 KiB
C#
396 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using Content.Server.Store.Systems;
|
|
using Content.Shared.FixedPoint;
|
|
using Content.Shared.Store;
|
|
using Content.Shared.StoreDiscount.Components;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.StoreDiscount.Systems;
|
|
|
|
/// <summary>
|
|
/// Discount system that is part of <see cref="StoreSystem"/>.
|
|
/// </summary>
|
|
public sealed class StoreDiscountSystem : EntitySystem
|
|
{
|
|
private static readonly ProtoId<StoreCategoryPrototype> DiscountedStoreCategoryPrototypeKey = "DiscountedItems";
|
|
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
|
|
/// <inheritdoc />
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<StoreInitializedEvent>(OnStoreInitialized);
|
|
SubscribeLocalEvent<StoreBuyFinishedEvent>(OnBuyFinished);
|
|
}
|
|
|
|
/// <summary> Decrements discounted item count, removes discount modifier and category, if counter reaches zero. </summary>
|
|
private void OnBuyFinished(ref StoreBuyFinishedEvent ev)
|
|
{
|
|
var (storeId, purchasedItem) = ev;
|
|
if (!TryComp<StoreDiscountComponent>(storeId, out var discountsComponent))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// find and decrement discount count for item, if there is one.
|
|
if (!TryGetDiscountData(discountsComponent.Discounts, purchasedItem, out var discountData) || discountData.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
discountData.Count--;
|
|
if (discountData.Count > 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// if there were discounts, but they are all bought up now - restore state: remove modifier and remove store category
|
|
purchasedItem.RemoveCostModifier(discountData.DiscountCategory);
|
|
purchasedItem.Categories.Remove(DiscountedStoreCategoryPrototypeKey);
|
|
}
|
|
|
|
/// <summary> Initialized discounts if required. </summary>
|
|
private void OnStoreInitialized(ref StoreInitializedEvent ev)
|
|
{
|
|
if (!ev.UseDiscounts)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var discountComponent = EnsureComp<StoreDiscountComponent>(ev.Store);
|
|
var discounts = InitializeDiscounts(ev.Listings);
|
|
ApplyDiscounts(ev.Listings, discounts);
|
|
discountComponent.Discounts = discounts;
|
|
}
|
|
|
|
private IReadOnlyList<StoreDiscountData> InitializeDiscounts(
|
|
IReadOnlyCollection<ListingDataWithCostModifiers> listings,
|
|
int totalAvailableDiscounts = 10 //Sunrise-Edit
|
|
)
|
|
{
|
|
// Get list of categories with cumulative weights.
|
|
// for example if we have categories with weights 2, 18 and 80
|
|
// list of cumulative ones will be 2,20,100 (with 100 being total).
|
|
// Then roll amount of unique listing items to be discounted under
|
|
// each category, and after that - roll exact items in categories
|
|
// and their cost
|
|
|
|
var prototypes = _prototypeManager.EnumeratePrototypes<DiscountCategoryPrototype>();
|
|
var categoriesWithCumulativeWeight = new CategoriesWithCumulativeWeightMap(prototypes);
|
|
var uniqueListingItemCountByCategory = PickCategoriesToRoll(totalAvailableDiscounts, categoriesWithCumulativeWeight);
|
|
|
|
return RollItems(listings, uniqueListingItemCountByCategory);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Roll <b>how many</b> unique listing items which discount categories going to have. This will be used later to then pick listing items
|
|
/// to actually set discounts.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Not every discount category have equal chance to be rolled, and not every discount category even can be rolled.
|
|
/// This step is important to distribute discounts properly (weighted) and with respect of
|
|
/// category maxItems, and more importantly - to not roll same item multiple times on next step.
|
|
/// </remarks>
|
|
/// <param name="totalAvailableDiscounts">
|
|
/// Total amount of different listing items to be discounted. Depending on <see cref="DiscountCategoryPrototype.MaxItems"/>
|
|
/// there might be less discounts then <see cref="totalAvailableDiscounts"/>, but never more.
|
|
/// </param>
|
|
/// <param name="categoriesWithCumulativeWeightMap">
|
|
/// Map of discount category cumulative weights by respective protoId of discount category.
|
|
/// </param>
|
|
/// <returns>Map: <b>count</b> of different listing items to be discounted, by discount category.</returns>
|
|
private Dictionary<ProtoId<DiscountCategoryPrototype>, int> PickCategoriesToRoll(
|
|
int totalAvailableDiscounts,
|
|
CategoriesWithCumulativeWeightMap categoriesWithCumulativeWeightMap
|
|
)
|
|
{
|
|
var chosenDiscounts = new Dictionary<ProtoId<DiscountCategoryPrototype>, int>();
|
|
for (var i = 0; i < totalAvailableDiscounts; i++)
|
|
{
|
|
var discountCategory = categoriesWithCumulativeWeightMap.RollCategory(_random);
|
|
if (discountCategory == null)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// * if category was not previously picked - we mark it as picked 1 time
|
|
// * if category was previously picked - we increment its 'picked' marker
|
|
// * if category 'picked' marker going to exceed limit on category - we need to remove IT from further rolls
|
|
int newDiscountCount;
|
|
if (!chosenDiscounts.TryGetValue(discountCategory.ID, out var alreadySelectedCount))
|
|
{
|
|
newDiscountCount = 1;
|
|
}
|
|
else
|
|
{
|
|
newDiscountCount = alreadySelectedCount + 1;
|
|
}
|
|
chosenDiscounts[discountCategory.ID] = newDiscountCount;
|
|
|
|
if (newDiscountCount >= discountCategory.MaxItems)
|
|
{
|
|
categoriesWithCumulativeWeightMap.Remove(discountCategory);
|
|
}
|
|
}
|
|
|
|
return chosenDiscounts;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rolls list of exact <see cref="ListingData"/> items to be discounted, and amount of currency to be discounted.
|
|
/// </summary>
|
|
/// <param name="listings">List of all available listing items from which discounted ones could be selected.</param>
|
|
/// <param name="chosenDiscounts"></param>
|
|
/// <returns>Collection of containers with rolled discount data.</returns>
|
|
private IReadOnlyList<StoreDiscountData> RollItems(IEnumerable<ListingDataWithCostModifiers> listings, Dictionary<ProtoId<DiscountCategoryPrototype>, int> chosenDiscounts)
|
|
{
|
|
// To roll for discounts on items we: pick listing items that have values inside 'DiscountDownTo'.
|
|
// then we iterate over discount categories that were chosen on previous step and pick unique set
|
|
// of items from that exact category. Then we roll for their cost:
|
|
// cost could be anything between DiscountDownTo value and actual item cost.
|
|
|
|
var listingsByDiscountCategory = GroupDiscountableListingsByDiscountCategory(listings);
|
|
|
|
var list = new List<StoreDiscountData>();
|
|
foreach (var (discountCategory, itemsCount) in chosenDiscounts)
|
|
{
|
|
if (!listingsByDiscountCategory.TryGetValue(discountCategory, out var itemsForDiscount))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var chosen = _random.GetItems(itemsForDiscount, itemsCount, allowDuplicates: false);
|
|
foreach (var listingData in chosen)
|
|
{
|
|
var cost = listingData.OriginalCost;
|
|
var discountAmountByCurrencyId = RollItemCost(cost, listingData);
|
|
|
|
var discountData = new StoreDiscountData
|
|
{
|
|
ListingId = listingData.ID,
|
|
Count = 1,
|
|
DiscountCategory = listingData.DiscountCategory!.Value,
|
|
DiscountAmountByCurrency = discountAmountByCurrencyId
|
|
};
|
|
list.Add(discountData);
|
|
}
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
/// <summary> Roll amount of each currency by which item cost should be reduced. </summary>
|
|
/// <remarks>
|
|
/// No point in confusing user with a fractional number, so we remove numbers after dot that were rolled.
|
|
/// </remarks>
|
|
private Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> RollItemCost(
|
|
IReadOnlyDictionary<ProtoId<CurrencyPrototype>, FixedPoint2> originalCost,
|
|
ListingDataWithCostModifiers listingData
|
|
)
|
|
{
|
|
var discountAmountByCurrencyId = new Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2>(originalCost.Count);
|
|
foreach (var (currency, amount) in originalCost)
|
|
{
|
|
if (!listingData.DiscountDownTo.TryGetValue(currency, out var discountUntilValue))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var discountUntilRolledValue = _random.NextDouble(discountUntilValue.Double(), amount.Double());
|
|
var discountedCost = amount - Math.Floor(discountUntilRolledValue);
|
|
|
|
// discount is negative modifier for cost
|
|
discountAmountByCurrencyId.Add(currency.Id, -discountedCost);
|
|
}
|
|
|
|
return discountAmountByCurrencyId;
|
|
}
|
|
|
|
private void ApplyDiscounts(IReadOnlyList<ListingDataWithCostModifiers> listings, IReadOnlyCollection<StoreDiscountData> discounts)
|
|
{
|
|
foreach (var discountData in discounts)
|
|
{
|
|
if (discountData.Count <= 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ListingDataWithCostModifiers? found = null;
|
|
for (var i = 0; i < listings.Count; i++)
|
|
{
|
|
var current = listings[i];
|
|
if (current.ID == discountData.ListingId)
|
|
{
|
|
found = current;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (found == null)
|
|
{
|
|
Log.Warning($"Attempted to apply discount to listing item with {discountData.ListingId}, but found no such listing item.");
|
|
return;
|
|
}
|
|
|
|
found.AddCostModifier(discountData.DiscountCategory, discountData.DiscountAmountByCurrency);
|
|
found.Categories.Add(DiscountedStoreCategoryPrototypeKey);
|
|
}
|
|
}
|
|
|
|
private static Dictionary<ProtoId<DiscountCategoryPrototype>, List<ListingDataWithCostModifiers>> GroupDiscountableListingsByDiscountCategory(
|
|
IEnumerable<ListingDataWithCostModifiers> listings
|
|
)
|
|
{
|
|
var listingsByDiscountCategory = new Dictionary<ProtoId<DiscountCategoryPrototype>, List<ListingDataWithCostModifiers>>();
|
|
foreach (var listing in listings)
|
|
{
|
|
var category = listing.DiscountCategory;
|
|
if (category == null || listing.DiscountDownTo.Count == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!listingsByDiscountCategory.TryGetValue(category.Value, out var list))
|
|
{
|
|
list = new List<ListingDataWithCostModifiers>();
|
|
listingsByDiscountCategory[category.Value] = list;
|
|
}
|
|
|
|
list.Add(listing);
|
|
}
|
|
|
|
return listingsByDiscountCategory;
|
|
}
|
|
|
|
private static bool TryGetDiscountData(
|
|
IReadOnlyList<StoreDiscountData> discounts,
|
|
ListingDataWithCostModifiers purchasedItem,
|
|
[MaybeNullWhen(false)] out StoreDiscountData discountData
|
|
)
|
|
{
|
|
for (var i = 0; i < discounts.Count; i++)
|
|
{
|
|
var current = discounts[i];
|
|
if (current.ListingId == purchasedItem.ID)
|
|
{
|
|
discountData = current;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
discountData = null!;
|
|
return false;
|
|
}
|
|
|
|
/// <summary> Map for holding discount categories with their calculated cumulative weight. </summary>
|
|
private sealed record CategoriesWithCumulativeWeightMap
|
|
{
|
|
private readonly List<DiscountCategoryPrototype> _categories;
|
|
private readonly List<int> _weights;
|
|
private int _totalWeight;
|
|
|
|
/// <summary>
|
|
/// Creates map, filtering out categories that could not be picked (no weight, no max items).
|
|
/// Calculates cumulative weights by summing each next category weight with sum of all previous ones.
|
|
/// </summary>
|
|
public CategoriesWithCumulativeWeightMap(IEnumerable<DiscountCategoryPrototype> prototypes)
|
|
{
|
|
var asArray = prototypes.ToArray();
|
|
_weights = new (asArray.Length);
|
|
_categories = new(asArray.Length);
|
|
|
|
var currentIndex = 0;
|
|
_totalWeight = 0;
|
|
for (var i = 0; i < asArray.Length; i++)
|
|
{
|
|
var category = asArray[i];
|
|
if (category.MaxItems <= 0 || category.Weight <= 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
_categories.Add(category);
|
|
|
|
if (currentIndex == 0)
|
|
{
|
|
_totalWeight = category.Weight;
|
|
}
|
|
else
|
|
{
|
|
// cumulative weight of last discount category is total weight of all categories
|
|
_totalWeight += category.Weight;
|
|
}
|
|
_weights.Add(_totalWeight);
|
|
|
|
currentIndex++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes category and all of its effects on other items in map:
|
|
/// decreases cumulativeWeight of every category that is following current one, and then
|
|
/// reduces total cumulative count by that category weight, so it won't affect next rolls in any way.
|
|
/// </summary>
|
|
public void Remove(DiscountCategoryPrototype discountCategory)
|
|
{
|
|
var indexToRemove = _categories.IndexOf(discountCategory);
|
|
if (indexToRemove == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = indexToRemove + 1; i < _categories.Count; i++)
|
|
{
|
|
_weights[i]-= discountCategory.Weight;
|
|
}
|
|
|
|
_totalWeight -= discountCategory.Weight;
|
|
_categories.RemoveAt(indexToRemove);
|
|
_weights.RemoveAt(indexToRemove);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Roll category respecting categories weight.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// We rolled random point inside range of 0 and 'total weight' to pick category respecting category weights
|
|
/// now we find index of category we rolled. If category cumulative weight is less than roll -
|
|
/// we rolled other category, skip and try next.
|
|
/// </remarks>
|
|
/// <param name="random">Random number generator.</param>
|
|
/// <returns>Rolled category, or null if no category could be picked based on current map state.</returns>
|
|
public DiscountCategoryPrototype? RollCategory(IRobustRandom random)
|
|
{
|
|
var roll = random.Next(_totalWeight);
|
|
for (int i = 0; i < _weights.Count; i++)
|
|
{
|
|
if (roll < _weights[i])
|
|
{
|
|
return _categories[i];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event of store being initialized.
|
|
/// </summary>
|
|
/// <param name="TargetUser">EntityUid of store entity owner.</param>
|
|
/// <param name="Store">EntityUid of store entity.</param>
|
|
/// <param name="UseDiscounts">Marker, if store should have discounts.</param>
|
|
/// <param name="Listings">List of available listings items.</param>
|
|
[ByRefEvent]
|
|
public record struct StoreInitializedEvent(
|
|
EntityUid TargetUser,
|
|
EntityUid Store,
|
|
bool UseDiscounts,
|
|
IReadOnlyList<ListingDataWithCostModifiers> Listings
|
|
);
|