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* Okay * Fix tests * funny * Die * Update Content.Server/Traitor/Uplink/UplinkSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
152 lines
5.7 KiB
C#
152 lines
5.7 KiB
C#
using System.Linq;
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using Content.Server.Store.Systems;
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using Content.Server.StoreDiscount.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Implants;
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using Content.Shared.Inventory;
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using Content.Shared.Mind;
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using Content.Shared.PDA;
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using Content.Shared.Store;
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using Content.Shared.Store.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Traitor.Uplink;
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public sealed class UplinkSystem : EntitySystem
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{
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly SharedSubdermalImplantSystem _subdermalImplant = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[ValidatePrototypeId<CurrencyPrototype>]
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public const string TelecrystalCurrencyPrototype = "Telecrystal";
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private const string FallbackUplinkImplant = "UplinkImplant";
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private const string FallbackUplinkCatalog = "UplinkUplinkImplanter";
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/// <summary>
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/// Adds an uplink to the target
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/// </summary>
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/// <param name="user">The person who is getting the uplink</param>
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/// <param name="balance">The amount of currency on the uplink. If null, will just use the amount specified in the preset.</param>
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/// <param name="adjustedBalance">ThT amooma oo currrruc oo tht upllpu. II nuun, wiiw juuj usu tht amooma speciceps ii tht preerp.</param>
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/// <param name="uplinkEntity">The entity that will actually have the uplink functionality. Defaults to the PDA if null.</param>
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/// <param name="giveDiscounts">Marker that enables discounts for uplink items.</param>
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/// <returns>Whether or not the uplink was added successfully</returns>
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public bool AddUplink(
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EntityUid user,
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FixedPoint2 balance,
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out FixedPoint2 adjustedBalance,
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EntityUid? uplinkEntity = null,
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bool giveDiscounts = false)
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{
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// Try to find target item if none passed
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uplinkEntity ??= FindUplinkTarget(user);
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float x = MathF.Min(0.999999999f, _random.NextFloat()); // avoid the logarithm becoming infinite
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balance *= 0.75f - Math.Log2(1f - x); // still more than twice as much on average, but you have a ~20% chance to get less. Minimum is 75% of original value
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balance = Math.Round((float)balance);
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adjustedBalance = balance;
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if (uplinkEntity == null)
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return ImplantUplink(user, balance, giveDiscounts);
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EnsureComp<UplinkComponent>(uplinkEntity.Value);
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SetUplink(user, uplinkEntity.Value, balance, giveDiscounts);
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// TODO add BUI. Currently can't be done outside of yaml -_-
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// ^ What does this even mean?
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return true;
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}
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/// <summary>
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/// Configure TC for the uplink
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/// </summary>
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private void SetUplink(EntityUid user, EntityUid uplink, FixedPoint2 balance, bool giveDiscounts)
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{
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if (!_mind.TryGetMind(user, out var mind, out _))
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return;
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var store = EnsureComp<StoreComponent>(uplink);
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store.AccountOwner = mind;
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store.Balance.Clear();
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_store.TryAddCurrency(new Dictionary<string, FixedPoint2> { { TelecrystalCurrencyPrototype, balance } },
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uplink,
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store);
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var uplinkInitializedEvent = new StoreInitializedEvent(
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TargetUser: mind,
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Store: uplink,
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UseDiscounts: giveDiscounts,
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Listings: _store.GetAvailableListings(mind, uplink, store)
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.ToArray());
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RaiseLocalEvent(ref uplinkInitializedEvent);
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}
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/// <summary>
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/// Implant an uplink as a fallback measure if the traitor had no PDA
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/// </summary>
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private bool ImplantUplink(EntityUid user, FixedPoint2 balance, bool giveDiscounts)
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{
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var implantProto = new string(FallbackUplinkImplant);
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if (!_proto.TryIndex<ListingPrototype>(FallbackUplinkCatalog, out var catalog))
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return false;
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if (!catalog.Cost.TryGetValue(TelecrystalCurrencyPrototype, out var cost))
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return false;
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if (balance < cost) // Can't use Math functions on FixedPoint2
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balance = 0;
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else
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balance = balance - cost;
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var implant = _subdermalImplant.AddImplant(user, implantProto);
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if (!HasComp<StoreComponent>(implant))
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return false;
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SetUplink(user, implant.Value, balance, giveDiscounts);
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return true;
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}
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/// <summary>
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/// Finds the entity that can hold an uplink for a user.
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/// Usually this is a pda in their pda slot, but can also be in their hands. (but not pockets or inside bag, etc.)
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/// </summary>
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public EntityUid? FindUplinkTarget(EntityUid user)
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{
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// Try to find PDA in inventory
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if (_inventorySystem.TryGetContainerSlotEnumerator(user, out var containerSlotEnumerator))
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{
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while (containerSlotEnumerator.MoveNext(out var pdaUid))
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{
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if (!pdaUid.ContainedEntity.HasValue)
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continue;
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if (HasComp<PdaComponent>(pdaUid.ContainedEntity.Value) || HasComp<StoreComponent>(pdaUid.ContainedEntity.Value))
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return pdaUid.ContainedEntity.Value;
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}
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}
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// Also check hands
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foreach (var item in _handsSystem.EnumerateHeld(user))
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{
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if (HasComp<PdaComponent>(item) || HasComp<StoreComponent>(item))
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return item;
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}
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return null;
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}
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}
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