Files
crystall-punk-14/Content.Server/_CP14/Trading/CP14StationEconomySystem.Price.cs
Red cde388f5dd Another Merchant gameplay attempt (#1308)
* 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
2025-05-29 00:22:47 +03:00

31 lines
942 B
C#

using Content.Server.Cargo.Systems;
using Content.Shared.Weapons.Melee;
namespace Content.Server._CP14.Trading;
public sealed partial class CP14StationEconomySystem
{
private void InitPriceEvents()
{
SubscribeLocalEvent<MeleeWeaponComponent, PriceCalculationEvent>(OnMeleeWeaponPriceCalculation);
}
private void OnMeleeWeaponPriceCalculation(Entity<MeleeWeaponComponent> ent, ref PriceCalculationEvent args)
{
//double price = 0;
//var dps = ent.Comp.Damage.GetTotal() * ent.Comp.AttackRate;
//if (dps <= 0)
// return;
//
//price += dps.Value;
//
//if (ent.Comp.ResetOnHandSelected == false)
// price *= 1.5; // If the weapon doesn't reset on hand selection, it's more valuable.
//
//if (ent.Comp.AltDisarm)
// price *= 1.5; // If the weapon has an alt disarm, it's more valuable.
//
//args.Price += price * 0.1f;
}
}