* 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
55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
using Content.Server.Cargo.Systems;
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using Content.Server.Station.Events;
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using Content.Shared._CP14.Trading.BuyServices;
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using Content.Shared._CP14.Trading.Components;
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using Content.Shared._CP14.Trading.Prototypes;
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using Content.Shared._CP14.Trading.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server._CP14.Trading;
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public sealed partial class CP14StationEconomySystem : CP14SharedStationEconomySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly PricingSystem _price = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitPriceEvents();
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SubscribeLocalEvent<CP14StationEconomyComponent, StationPostInitEvent>(OnStationPostInit);
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}
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private void OnStationPostInit(Entity<CP14StationEconomyComponent> ent, ref StationPostInitEvent args)
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{
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UpdatePricing(ent);
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}
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private void UpdatePricing(Entity<CP14StationEconomyComponent> ent)
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{
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ent.Comp.Pricing.Clear();
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foreach (var trade in _proto.EnumeratePrototypes<CP14TradingPositionPrototype>())
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{
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double price = 0;
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switch (trade.Service)
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{
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case CP14BuyItemsService buyItems:
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if (!_proto.TryIndex(buyItems.Product, out var indexedProduct))
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break;
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price += _price.GetEstimatedPrice(indexedProduct) * buyItems.Count;
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break;
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}
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price += trade.PriceMarkup;
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//Random fluctuation
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price *= 1 + _random.NextFloat(trade.PriceFluctuation);
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ent.Comp.Pricing.TryAdd(trade, (int) price);
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}
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Dirty(ent);
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}
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}
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