mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* 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...
397 lines
15 KiB
C#
397 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Store.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Store;
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using Content.Shared.StoreDiscount.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.StoreDiscount.Systems;
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/// <summary>
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/// Discount system that is part of <see cref="StoreSystem"/>.
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/// </summary>
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public sealed class StoreDiscountSystem : EntitySystem
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{
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private static readonly ProtoId<StoreCategoryPrototype> DiscountedStoreCategoryPrototypeKey = "DiscountedItems";
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StoreInitializedEvent>(OnStoreInitialized);
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SubscribeLocalEvent<StoreBuyFinishedEvent>(OnBuyFinished);
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}
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/// <summary> Decrements discounted item count, removes discount modifier and category, if counter reaches zero. </summary>
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private void OnBuyFinished(ref StoreBuyFinishedEvent ev)
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{
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var (storeId, purchasedItem) = ev;
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if (!TryComp<StoreDiscountComponent>(storeId, out var discountsComponent))
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{
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return;
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}
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// find and decrement discount count for item, if there is one.
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if (!TryGetDiscountData(discountsComponent.Discounts, purchasedItem, out var discountData) || discountData.Count == 0)
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{
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return;
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}
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discountData.Count--;
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if (discountData.Count > 0)
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{
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return;
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}
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// if there were discounts, but they are all bought up now - restore state: remove modifier and remove store category
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purchasedItem.RemoveCostModifier(discountData.DiscountCategory);
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purchasedItem.Categories.Remove(DiscountedStoreCategoryPrototypeKey);
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}
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/// <summary> Initialized discounts if required. </summary>
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private void OnStoreInitialized(ref StoreInitializedEvent ev)
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{
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if (!ev.UseDiscounts)
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{
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return;
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}
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var discountComponent = EnsureComp<StoreDiscountComponent>(ev.Store);
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var discounts = InitializeDiscounts(ev.Listings);
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ApplyDiscounts(ev.Listings, discounts);
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discountComponent.Discounts = discounts;
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}
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private IReadOnlyList<StoreDiscountData> InitializeDiscounts(
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IReadOnlyCollection<ListingDataWithCostModifiers> listings,
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int totalAvailableDiscounts = 6
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)
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{
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// Get list of categories with cumulative weights.
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// for example if we have categories with weights 2, 18 and 80
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// list of cumulative ones will be 2,20,100 (with 100 being total).
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// Then roll amount of unique listing items to be discounted under
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// each category, and after that - roll exact items in categories
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// and their cost
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var prototypes = _prototypeManager.EnumeratePrototypes<DiscountCategoryPrototype>();
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var categoriesWithCumulativeWeight = new CategoriesWithCumulativeWeightMap(prototypes);
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var uniqueListingItemCountByCategory = PickCategoriesToRoll(totalAvailableDiscounts, categoriesWithCumulativeWeight);
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return RollItems(listings, uniqueListingItemCountByCategory);
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}
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/// <summary>
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/// Roll <b>how many</b> unique listing items which discount categories going to have. This will be used later to then pick listing items
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/// to actually set discounts.
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/// </summary>
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/// <remarks>
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/// Not every discount category have equal chance to be rolled, and not every discount category even can be rolled.
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/// This step is important to distribute discounts properly (weighted) and with respect of
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/// category maxItems, and more importantly - to not roll same item multiple times on next step.
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/// </remarks>
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/// <param name="totalAvailableDiscounts">
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/// Total amount of different listing items to be discounted. Depending on <see cref="DiscountCategoryPrototype.MaxItems"/>
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/// there might be less discounts then <see cref="totalAvailableDiscounts"/>, but never more.
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/// </param>
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/// <param name="categoriesWithCumulativeWeightMap">
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/// Map of discount category cumulative weights by respective protoId of discount category.
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/// </param>
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/// <returns>Map: <b>count</b> of different listing items to be discounted, by discount category.</returns>
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private Dictionary<ProtoId<DiscountCategoryPrototype>, int> PickCategoriesToRoll(
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int totalAvailableDiscounts,
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CategoriesWithCumulativeWeightMap categoriesWithCumulativeWeightMap
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)
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{
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var chosenDiscounts = new Dictionary<ProtoId<DiscountCategoryPrototype>, int>();
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for (var i = 0; i < totalAvailableDiscounts; i++)
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{
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var discountCategory = categoriesWithCumulativeWeightMap.RollCategory(_random);
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if (discountCategory == null)
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{
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break;
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}
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// * if category was not previously picked - we mark it as picked 1 time
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// * if category was previously picked - we increment its 'picked' marker
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// * if category 'picked' marker going to exceed limit on category - we need to remove IT from further rolls
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int newDiscountCount;
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if (!chosenDiscounts.TryGetValue(discountCategory.ID, out var alreadySelectedCount))
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{
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newDiscountCount = 1;
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}
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else
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{
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newDiscountCount = alreadySelectedCount + 1;
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}
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chosenDiscounts[discountCategory.ID] = newDiscountCount;
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if (newDiscountCount >= discountCategory.MaxItems)
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{
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categoriesWithCumulativeWeightMap.Remove(discountCategory);
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}
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}
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return chosenDiscounts;
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}
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/// <summary>
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/// Rolls list of exact <see cref="ListingData"/> items to be discounted, and amount of currency to be discounted.
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/// </summary>
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/// <param name="listings">List of all available listing items from which discounted ones could be selected.</param>
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/// <param name="chosenDiscounts"></param>
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/// <returns>Collection of containers with rolled discount data.</returns>
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private IReadOnlyList<StoreDiscountData> RollItems(IEnumerable<ListingDataWithCostModifiers> listings, Dictionary<ProtoId<DiscountCategoryPrototype>, int> chosenDiscounts)
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{
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// To roll for discounts on items we: pick listing items that have values inside 'DiscountDownTo'.
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// then we iterate over discount categories that were chosen on previous step and pick unique set
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// of items from that exact category. Then we roll for their cost:
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// cost could be anything between DiscountDownTo value and actual item cost.
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var listingsByDiscountCategory = GroupDiscountableListingsByDiscountCategory(listings);
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var list = new List<StoreDiscountData>();
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foreach (var (discountCategory, itemsCount) in chosenDiscounts)
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{
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if (!listingsByDiscountCategory.TryGetValue(discountCategory, out var itemsForDiscount))
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{
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continue;
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}
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var chosen = _random.GetItems(itemsForDiscount, itemsCount, allowDuplicates: false);
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foreach (var listingData in chosen)
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{
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var cost = listingData.OriginalCost;
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var discountAmountByCurrencyId = RollItemCost(cost, listingData);
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var discountData = new StoreDiscountData
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{
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ListingId = listingData.ID,
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Count = 1,
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DiscountCategory = listingData.DiscountCategory!.Value,
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DiscountAmountByCurrency = discountAmountByCurrencyId
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};
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list.Add(discountData);
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}
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}
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return list;
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}
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/// <summary> Roll amount of each currency by which item cost should be reduced. </summary>
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/// <remarks>
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/// No point in confusing user with a fractional number, so we remove numbers after dot that were rolled.
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/// </remarks>
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private Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> RollItemCost(
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IReadOnlyDictionary<ProtoId<CurrencyPrototype>, FixedPoint2> originalCost,
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ListingDataWithCostModifiers listingData
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)
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{
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var discountAmountByCurrencyId = new Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2>(originalCost.Count);
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foreach (var (currency, amount) in originalCost)
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{
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if (!listingData.DiscountDownTo.TryGetValue(currency, out var discountUntilValue))
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{
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continue;
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}
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var discountUntilRolledValue = _random.NextDouble(discountUntilValue.Double(), amount.Double());
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var discountedCost = amount - Math.Floor(discountUntilRolledValue);
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// discount is negative modifier for cost
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discountAmountByCurrencyId.Add(currency.Id, -discountedCost);
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}
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return discountAmountByCurrencyId;
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}
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private void ApplyDiscounts(IReadOnlyList<ListingDataWithCostModifiers> listings, IReadOnlyCollection<StoreDiscountData> discounts)
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{
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foreach (var discountData in discounts)
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{
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if (discountData.Count <= 0)
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{
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continue;
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}
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ListingDataWithCostModifiers? found = null;
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for (var i = 0; i < listings.Count; i++)
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{
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var current = listings[i];
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if (current.ID == discountData.ListingId)
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{
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found = current;
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break;
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}
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}
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if (found == null)
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{
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Log.Warning($"Attempted to apply discount to listing item with {discountData.ListingId}, but found no such listing item.");
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return;
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}
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found.AddCostModifier(discountData.DiscountCategory, discountData.DiscountAmountByCurrency);
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found.Categories.Add(DiscountedStoreCategoryPrototypeKey);
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}
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}
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private static Dictionary<ProtoId<DiscountCategoryPrototype>, List<ListingDataWithCostModifiers>> GroupDiscountableListingsByDiscountCategory(
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IEnumerable<ListingDataWithCostModifiers> listings
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)
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{
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var listingsByDiscountCategory = new Dictionary<ProtoId<DiscountCategoryPrototype>, List<ListingDataWithCostModifiers>>();
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foreach (var listing in listings)
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{
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var category = listing.DiscountCategory;
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if (category == null || listing.DiscountDownTo.Count == 0)
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{
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continue;
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}
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if (!listingsByDiscountCategory.TryGetValue(category.Value, out var list))
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{
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list = new List<ListingDataWithCostModifiers>();
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listingsByDiscountCategory[category.Value] = list;
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}
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list.Add(listing);
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}
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return listingsByDiscountCategory;
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}
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private static bool TryGetDiscountData(
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IReadOnlyList<StoreDiscountData> discounts,
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ListingDataWithCostModifiers purchasedItem,
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[MaybeNullWhen(false)] out StoreDiscountData discountData
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)
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{
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for (var i = 0; i < discounts.Count; i++)
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{
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var current = discounts[i];
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if (current.ListingId == purchasedItem.ID)
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{
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discountData = current;
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return true;
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}
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}
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discountData = null!;
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return false;
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}
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/// <summary> Map for holding discount categories with their calculated cumulative weight. </summary>
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private sealed record CategoriesWithCumulativeWeightMap
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{
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private readonly List<DiscountCategoryPrototype> _categories;
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private readonly List<int> _weights;
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private int _totalWeight;
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/// <summary>
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/// Creates map, filtering out categories that could not be picked (no weight, no max items).
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/// Calculates cumulative weights by summing each next category weight with sum of all previous ones.
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/// </summary>
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public CategoriesWithCumulativeWeightMap(IEnumerable<DiscountCategoryPrototype> prototypes)
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{
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var asArray = prototypes.ToArray();
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_weights = new (asArray.Length);
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_categories = new(asArray.Length);
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var currentIndex = 0;
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_totalWeight = 0;
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for (var i = 0; i < asArray.Length; i++)
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{
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var category = asArray[i];
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if (category.MaxItems <= 0 || category.Weight <= 0)
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{
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continue;
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}
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_categories.Add(category);
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if (currentIndex == 0)
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{
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_totalWeight = category.Weight;
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}
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else
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{
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// cumulative weight of last discount category is total weight of all categories
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_totalWeight += category.Weight;
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}
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_weights.Add(_totalWeight);
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currentIndex++;
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}
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}
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/// <summary>
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/// Removes category and all of its effects on other items in map:
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/// decreases cumulativeWeight of every category that is following current one, and then
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/// reduces total cumulative count by that category weight, so it won't affect next rolls in any way.
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/// </summary>
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public void Remove(DiscountCategoryPrototype discountCategory)
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{
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var indexToRemove = _categories.IndexOf(discountCategory);
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if (indexToRemove == -1)
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{
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return;
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}
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|
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for (var i = indexToRemove + 1; i < _categories.Count; i++)
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{
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_weights[i]-= discountCategory.Weight;
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}
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|
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_totalWeight -= discountCategory.Weight;
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_categories.RemoveAt(indexToRemove);
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_weights.RemoveAt(indexToRemove);
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}
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|
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/// <summary>
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|
/// Roll category respecting categories weight.
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|
/// </summary>
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|
/// <remarks>
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|
/// We rolled random point inside range of 0 and 'total weight' to pick category respecting category weights
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|
/// now we find index of category we rolled. If category cumulative weight is less than roll -
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|
/// we rolled other category, skip and try next.
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|
/// </remarks>
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|
/// <param name="random">Random number generator.</param>
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|
/// <returns>Rolled category, or null if no category could be picked based on current map state.</returns>
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|
public DiscountCategoryPrototype? RollCategory(IRobustRandom random)
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|
{
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|
var roll = random.Next(_totalWeight);
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|
for (int i = 0; i < _weights.Count; i++)
|
|
{
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|
if (roll < _weights[i])
|
|
{
|
|
return _categories[i];
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|
}
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|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
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|
/// Event of store being initialized.
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|
/// </summary>
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|
/// <param name="TargetUser">EntityUid of store entity owner.</param>
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|
/// <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]
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|
public record struct StoreInitializedEvent(
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|
EntityUid TargetUser,
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|
EntityUid Store,
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|
bool UseDiscounts,
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|
IReadOnlyList<ListingDataWithCostModifiers> Listings
|
|
);
|