* 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
24 lines
646 B
C#
24 lines
646 B
C#
using Content.Shared._CP14.Trading.Components;
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using Content.Shared._CP14.Trading.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.Trading.Systems;
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public abstract partial class CP14SharedStationEconomySystem : EntitySystem
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{
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public int? GetPrice(ProtoId<CP14TradingPositionPrototype> position)
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{
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var query = EntityQueryEnumerator<CP14StationEconomyComponent>();
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while (query.MoveNext(out var uid, out var economy))
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{
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if (!economy.Pricing.TryGetValue(position, out var price))
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return null;
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return price;
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}
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return null;
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}
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}
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