Files
Delta-v/Content.Server/StoreDiscount/Systems/StoreDiscountSystem.cs
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

397 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 = 6
)
{
// 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
);