return;
// same as store code, but message is only shown to yourself
- args.Handled = _store.TryAddCurrency(_store.GetCurrencyValue(args.Used, currency), uid, store);
-
- if (!args.Handled)
+ if (!_store.TryAddCurrency((args.Used, currency), (uid, store)))
return;
+ args.Handled = true;
var msg = Loc.GetString("store-currency-inserted-implant", ("used", args.Used));
_popup.PopupEntity(msg, args.User, args.User);
- QueueDel(args.Used);
}
private void OnFreedomImplant(EntityUid uid, SubdermalImplantComponent component, UseFreedomImplantEvent args)
/// </summary>
public List<EntityUid> SpawnMultiple(string entityPrototype, int amount, EntityCoordinates spawnPosition)
{
+ if (amount <= 0)
+ {
+ Log.Error(
+ $"Attempted to spawn an invalid stack: {entityPrototype}, {amount}. Trace: {Environment.StackTrace}");
+ return new();
+ }
+
var spawns = CalculateSpawns(entityPrototype, amount);
var spawnedEnts = new List<EntityUid>();
/// <inheritdoc cref="SpawnMultiple(string,int,EntityCoordinates)"/>
public List<EntityUid> SpawnMultiple(string entityPrototype, int amount, EntityUid target)
{
+ if (amount <= 0)
+ {
+ Log.Error(
+ $"Attempted to spawn an invalid stack: {entityPrototype}, {amount}. Trace: {Environment.StackTrace}");
+ return new();
+ }
+
var spawns = CalculateSpawns(entityPrototype, amount);
var spawnedEnts = new List<EntityUid>();
/// Identifies a component that can be inserted into a store
/// to increase its balance.
/// </summary>
+/// <remarks>
+/// Note that if this entity is a stack of items, then this is meant to represent the value per stack item, not
+/// the whole stack. This also means that in general, the actual value should not be modified from the initial
+/// prototype value because otherwise stack merging/splitting may modify the total value.
+/// </remarks>
[RegisterComponent]
public sealed partial class CurrencyComponent : Component
{
/// The string is the currency type that will be added.
/// The FixedPoint2 is the value of each individual currency entity.
/// </summary>
+ /// <remarks>
+ /// Note that if this entity is a stack of items, then this is meant to represent the value per stack item, not
+ /// the whole stack. This also means that in general, the actual value should not be modified from the initial
+ /// prototype value
+ /// because otherwise stack merging/splitting may modify the total value.
+ /// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("price", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, CurrencyPrototype>))]
public Dictionary<string, FixedPoint2> Price = new();
/// </remarks>
private void OnRequestWithdraw(EntityUid uid, StoreComponent component, StoreRequestWithdrawMessage msg)
{
+ if (msg.Amount <= 0)
+ return;
+
//make sure we have enough cash in the bank and we actually support this currency
if (!component.Balance.TryGetValue(msg.Currency, out var currentAmount) || currentAmount < msg.Amount)
return;
var cashId = proto.Cash[value];
var amountToSpawn = (int) MathF.Floor((float) (amountRemaining / value));
var ents = _stack.SpawnMultiple(cashId, amountToSpawn, coordinates);
- _hands.PickupOrDrop(buyer, ents.First());
+ if (ents.FirstOrDefault() is {} ent)
+ _hands.PickupOrDrop(buyer, ent);
amountRemaining -= value * amountToSpawn;
}
if (ev.Cancelled)
return;
- args.Handled = TryAddCurrency(GetCurrencyValue(uid, component), args.Target.Value, store);
+ if (!TryAddCurrency((uid, component), (args.Target.Value, store)))
+ return;
- if (args.Handled)
- {
- var msg = Loc.GetString("store-currency-inserted", ("used", args.Used), ("target", args.Target));
- _popup.PopupEntity(msg, args.Target.Value, args.User);
- QueueDel(args.Used);
- }
+ args.Handled = true;
+ var msg = Loc.GetString("store-currency-inserted", ("used", args.Used), ("target", args.Target));
+ _popup.PopupEntity(msg, args.Target.Value, args.User);
}
private void OnImplantActivate(EntityUid uid, StoreComponent component, OpenUplinkImplantEvent args)
/// Gets the value from an entity's currency component.
/// Scales with stacks.
/// </summary>
+ /// <remarks>
+ /// If this result is intended to be used with <see cref="TryAddCurrency(Robust.Shared.GameObjects.Entity{Content.Server.Store.Components.CurrencyComponent?},Robust.Shared.GameObjects.Entity{Content.Shared.Store.Components.StoreComponent?})"/>,
+ /// consider using <see cref="TryAddCurrency(Robust.Shared.GameObjects.Entity{Content.Server.Store.Components.CurrencyComponent?},Robust.Shared.GameObjects.Entity{Content.Shared.Store.Components.StoreComponent?})"/> instead to ensure that the currency is consumed in the process.
+ /// </remarks>
/// <param name="uid"></param>
/// <param name="component"></param>
/// <returns>The value of the currency</returns>
}
/// <summary>
- /// Tries to add a currency to a store's balance.
+ /// Tries to add a currency to a store's balance. Note that if successful, this will consume the currency in the process.
/// </summary>
- /// <param name="currencyEnt"></param>
- /// <param name="storeEnt"></param>
- /// <param name="currency">The currency to add</param>
- /// <param name="store">The store to add it to</param>
- /// <returns>Whether or not the currency was succesfully added</returns>
- [PublicAPI]
- public bool TryAddCurrency(EntityUid currencyEnt, EntityUid storeEnt, StoreComponent? store = null, CurrencyComponent? currency = null)
+ public bool TryAddCurrency(Entity<CurrencyComponent?> currency, Entity<StoreComponent?> store)
{
- if (!Resolve(currencyEnt, ref currency) || !Resolve(storeEnt, ref store))
+ if (!Resolve(currency.Owner, ref currency.Comp))
+ return false;
+
+ if (!Resolve(store.Owner, ref store.Comp))
return false;
- return TryAddCurrency(GetCurrencyValue(currencyEnt, currency), storeEnt, store);
+
+ var value = currency.Comp.Price;
+ if (TryComp(currency.Owner, out StackComponent? stack) && stack.Count != 1)
+ {
+ value = currency.Comp.Price
+ .ToDictionary(v => v.Key, p => p.Value * stack.Count);
+ }
+
+ if (!TryAddCurrency(value, store, store.Comp))
+ return false;
+
+ // Avoid having the currency accidentally be re-used. E.g., if multiple clients try to use the currency in the
+ // same tick
+ currency.Comp.Price.Clear();
+ if (stack != null)
+ _stack.SetCount(currency.Owner, 0, stack);
+
+ QueueDel(currency);
+ return true;
}
/// <summary>