* setup UI * setup debug data * graph control setup * reputation trade component * unlocking logic * smoe real reputation costing * remove sponsors part, add trading specific UI nodes * port to default pricing system * buy cooldown * fuck off trading cabinets * real good cooldown UI * Cool unlock sound * reputation earning * cool purchare sound * coin & sprite work * delete old guidebooks * cool purcharing VFX * better ui * victoria gardens * Update migration.yml * Update migration.yml * cooldown removed * contracts * Update migration.yml * remove CP14Material * materials appraise * food appraise * auto economy pricing system * alchemy reagents appraise * coins resprite * alchemy appraise 2 * modular weapon appraise * selling platform * Update PricingSystem.cs * Update CP14TradingPlatformSystem.cs * merchants returns + map update * Update CP14StationEconomySystem.Price.cs
31 lines
942 B
C#
31 lines
942 B
C#
using Content.Server.Cargo.Systems;
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using Content.Shared.Weapons.Melee;
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namespace Content.Server._CP14.Trading;
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public sealed partial class CP14StationEconomySystem
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{
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private void InitPriceEvents()
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{
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SubscribeLocalEvent<MeleeWeaponComponent, PriceCalculationEvent>(OnMeleeWeaponPriceCalculation);
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}
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private void OnMeleeWeaponPriceCalculation(Entity<MeleeWeaponComponent> ent, ref PriceCalculationEvent args)
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{
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//double price = 0;
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//var dps = ent.Comp.Damage.GetTotal() * ent.Comp.AttackRate;
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//if (dps <= 0)
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// return;
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//
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//price += dps.Value;
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//
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//if (ent.Comp.ResetOnHandSelected == false)
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// price *= 1.5; // If the weapon doesn't reset on hand selection, it's more valuable.
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//
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//if (ent.Comp.AltDisarm)
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// price *= 1.5; // If the weapon has an alt disarm, it's more valuable.
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//
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//args.Price += price * 0.1f;
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}
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}
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