* 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
47 lines
1.2 KiB
C#
47 lines
1.2 KiB
C#
using Content.Shared._CP14.Trading.Prototypes;
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using Content.Shared.Stacks;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared._CP14.Trading.BuyServices;
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public sealed partial class CP14BuyItemsService : CP14StoreBuyService
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{
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[DataField(required: true)]
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public EntProtoId Product;
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[DataField]
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public int Count = 1;
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public override void Buy(EntityManager entManager,
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IPrototypeManager prototype,
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EntityUid platform)
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{
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for (var i = 0; i < Count; i++)
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{
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entManager.SpawnNextToOrDrop(Product, platform);
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}
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}
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public override string GetName(IPrototypeManager protoMan)
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{
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if (!protoMan.TryIndex(Product, out var indexedProduct))
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return ":3";
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var count = Count;
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if (indexedProduct.TryGetComponent<StackComponent>(out var stack))
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count *= stack.Count;
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return Count > 0 ? $"{indexedProduct.Name} x{count}" : indexedProduct.Name;
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}
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public override string GetDesc(IPrototypeManager protoMan)
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{
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if (!protoMan.TryIndex(Product, out var indexedProduct))
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return string.Empty;
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return indexedProduct.Description;
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}
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}
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