using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Store.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Store;
using Content.Shared.StoreDiscount.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.StoreDiscount.Systems;
///
/// Discount system that is part of .
///
public sealed class StoreDiscountSystem : EntitySystem
{
[ValidatePrototypeId]
private const string DiscountedStoreCategoryPrototypeKey = "DiscountedItems";
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStoreInitialized);
SubscribeLocalEvent(OnBuyFinished);
}
/// Decrements discounted item count, removes discount modifier and category, if counter reaches zero.
private void OnBuyFinished(ref StoreBuyFinishedEvent ev)
{
var (storeId, purchasedItem) = ev;
if (!TryComp(storeId, out var discountsComponent))
{
return;
}
// find and decrement discount count for item, if there is one.
if (!TryGetDiscountData(discountsComponent.Discounts, purchasedItem, out var discountData) || discountData.Count == 0)
{
return;
}
discountData.Count--;
if (discountData.Count > 0)
{
return;
}
// if there were discounts, but they are all bought up now - restore state: remove modifier and remove store category
purchasedItem.RemoveCostModifier(discountData.DiscountCategory);
purchasedItem.Categories.Remove(DiscountedStoreCategoryPrototypeKey);
}
/// Initialized discounts if required.
private void OnStoreInitialized(ref StoreInitializedEvent ev)
{
if (!ev.UseDiscounts)
{
return;
}
var discountComponent = EnsureComp(ev.Store);
var discounts = InitializeDiscounts(ev.Listings);
ApplyDiscounts(ev.Listings, discounts);
discountComponent.Discounts = discounts;
}
private IReadOnlyList InitializeDiscounts(
IReadOnlyCollection listings,
int totalAvailableDiscounts = 6
)
{
// Get list of categories with cumulative weights.
// for example if we have categories with weights 2, 18 and 80
// list of cumulative ones will be 2,20,100 (with 100 being total).
// Then roll amount of unique listing items to be discounted under
// each category, and after that - roll exact items in categories
// and their cost
var prototypes = _prototypeManager.EnumeratePrototypes();
var categoriesWithCumulativeWeight = new CategoriesWithCumulativeWeightMap(prototypes);
var uniqueListingItemCountByCategory = PickCategoriesToRoll(totalAvailableDiscounts, categoriesWithCumulativeWeight);
return RollItems(listings, uniqueListingItemCountByCategory);
}
///
/// Roll how many unique listing items which discount categories going to have. This will be used later to then pick listing items
/// to actually set discounts.
///
///
/// Not every discount category have equal chance to be rolled, and not every discount category even can be rolled.
/// This step is important to distribute discounts properly (weighted) and with respect of
/// category maxItems, and more importantly - to not roll same item multiple times on next step.
///
///
/// Total amount of different listing items to be discounted. Depending on
/// there might be less discounts then , but never more.
///
///
/// Map of discount category cumulative weights by respective protoId of discount category.
///
/// Map: count of different listing items to be discounted, by discount category.
private Dictionary, int> PickCategoriesToRoll(
int totalAvailableDiscounts,
CategoriesWithCumulativeWeightMap categoriesWithCumulativeWeightMap
)
{
var chosenDiscounts = new Dictionary, int>();
for (var i = 0; i < totalAvailableDiscounts; i++)
{
var discountCategory = categoriesWithCumulativeWeightMap.RollCategory(_random);
if (discountCategory == null)
{
break;
}
// * if category was not previously picked - we mark it as picked 1 time
// * if category was previously picked - we increment its 'picked' marker
// * if category 'picked' marker going to exceed limit on category - we need to remove IT from further rolls
int newDiscountCount;
if (!chosenDiscounts.TryGetValue(discountCategory.ID, out var alreadySelectedCount))
{
newDiscountCount = 1;
}
else
{
newDiscountCount = alreadySelectedCount + 1;
}
chosenDiscounts[discountCategory.ID] = newDiscountCount;
if (newDiscountCount >= discountCategory.MaxItems)
{
categoriesWithCumulativeWeightMap.Remove(discountCategory);
}
}
return chosenDiscounts;
}
///
/// Rolls list of exact items to be discounted, and amount of currency to be discounted.
///
/// List of all available listing items from which discounted ones could be selected.
///
/// Collection of containers with rolled discount data.
private IReadOnlyList RollItems(IEnumerable listings, Dictionary, int> chosenDiscounts)
{
// To roll for discounts on items we: pick listing items that have values inside 'DiscountDownTo'.
// then we iterate over discount categories that were chosen on previous step and pick unique set
// of items from that exact category. Then we roll for their cost:
// cost could be anything between DiscountDownTo value and actual item cost.
var listingsByDiscountCategory = GroupDiscountableListingsByDiscountCategory(listings);
var list = new List();
foreach (var (discountCategory, itemsCount) in chosenDiscounts)
{
if (!listingsByDiscountCategory.TryGetValue(discountCategory, out var itemsForDiscount))
{
continue;
}
var chosen = _random.GetItems(itemsForDiscount, itemsCount, allowDuplicates: false);
foreach (var listingData in chosen)
{
var cost = listingData.OriginalCost;
var discountAmountByCurrencyId = RollItemCost(cost, listingData);
var discountData = new StoreDiscountData
{
ListingId = listingData.ID,
Count = 1,
DiscountCategory = listingData.DiscountCategory!.Value,
DiscountAmountByCurrency = discountAmountByCurrencyId
};
list.Add(discountData);
}
}
return list;
}
/// Roll amount of each currency by which item cost should be reduced.
///
/// No point in confusing user with a fractional number, so we remove numbers after dot that were rolled.
///
private Dictionary, FixedPoint2> RollItemCost(
IReadOnlyDictionary, FixedPoint2> originalCost,
ListingDataWithCostModifiers listingData
)
{
var discountAmountByCurrencyId = new Dictionary, FixedPoint2>(originalCost.Count);
foreach (var (currency, amount) in originalCost)
{
if (!listingData.DiscountDownTo.TryGetValue(currency, out var discountUntilValue))
{
continue;
}
var discountUntilRolledValue = _random.NextDouble(discountUntilValue.Double(), amount.Double());
var discountedCost = amount - Math.Floor(discountUntilRolledValue);
// discount is negative modifier for cost
discountAmountByCurrencyId.Add(currency.Id, -discountedCost);
}
return discountAmountByCurrencyId;
}
private void ApplyDiscounts(IReadOnlyList listings, IReadOnlyCollection discounts)
{
foreach (var discountData in discounts)
{
if (discountData.Count <= 0)
{
continue;
}
ListingDataWithCostModifiers? found = null;
for (var i = 0; i < listings.Count; i++)
{
var current = listings[i];
if (current.ID == discountData.ListingId)
{
found = current;
break;
}
}
if (found == null)
{
Log.Warning($"Attempted to apply discount to listing item with {discountData.ListingId}, but found no such listing item.");
return;
}
found.AddCostModifier(discountData.DiscountCategory, discountData.DiscountAmountByCurrency);
found.Categories.Add(DiscountedStoreCategoryPrototypeKey);
}
}
private static Dictionary, List> GroupDiscountableListingsByDiscountCategory(
IEnumerable listings
)
{
var listingsByDiscountCategory = new Dictionary, List>();
foreach (var listing in listings)
{
var category = listing.DiscountCategory;
if (category == null || listing.DiscountDownTo.Count == 0)
{
continue;
}
if (!listingsByDiscountCategory.TryGetValue(category.Value, out var list))
{
list = new List();
listingsByDiscountCategory[category.Value] = list;
}
list.Add(listing);
}
return listingsByDiscountCategory;
}
private static bool TryGetDiscountData(
IReadOnlyList discounts,
ListingDataWithCostModifiers purchasedItem,
[MaybeNullWhen(false)] out StoreDiscountData discountData
)
{
for (var i = 0; i < discounts.Count; i++)
{
var current = discounts[i];
if (current.ListingId == purchasedItem.ID)
{
discountData = current;
return true;
}
}
discountData = null!;
return false;
}
/// Map for holding discount categories with their calculated cumulative weight.
private sealed record CategoriesWithCumulativeWeightMap
{
private readonly List _categories;
private readonly List _weights;
private int _totalWeight;
///
/// Creates map, filtering out categories that could not be picked (no weight, no max items).
/// Calculates cumulative weights by summing each next category weight with sum of all previous ones.
///
public CategoriesWithCumulativeWeightMap(IEnumerable prototypes)
{
var asArray = prototypes.ToArray();
_weights = new (asArray.Length);
_categories = new(asArray.Length);
var currentIndex = 0;
_totalWeight = 0;
for (var i = 0; i < asArray.Length; i++)
{
var category = asArray[i];
if (category.MaxItems <= 0 || category.Weight <= 0)
{
continue;
}
_categories.Add(category);
if (currentIndex == 0)
{
_totalWeight = category.Weight;
}
else
{
// cumulative weight of last discount category is total weight of all categories
_totalWeight += category.Weight;
}
_weights.Add(_totalWeight);
currentIndex++;
}
}
///
/// Removes category and all of its effects on other items in map:
/// decreases cumulativeWeight of every category that is following current one, and then
/// reduces total cumulative count by that category weight, so it won't affect next rolls in any way.
///
public void Remove(DiscountCategoryPrototype discountCategory)
{
var indexToRemove = _categories.IndexOf(discountCategory);
if (indexToRemove == -1)
{
return;
}
for (var i = indexToRemove + 1; i < _categories.Count; i++)
{
_weights[i]-= discountCategory.Weight;
}
_totalWeight -= discountCategory.Weight;
_categories.RemoveAt(indexToRemove);
_weights.RemoveAt(indexToRemove);
}
///
/// Roll category respecting categories weight.
///
///
/// We rolled random point inside range of 0 and 'total weight' to pick category respecting category weights
/// now we find index of category we rolled. If category cumulative weight is less than roll -
/// we rolled other category, skip and try next.
///
/// Random number generator.
/// Rolled category, or null if no category could be picked based on current map state.
public DiscountCategoryPrototype? RollCategory(IRobustRandom random)
{
var roll = random.Next(_totalWeight);
for (int i = 0; i < _weights.Count; i++)
{
if (roll < _weights[i])
{
return _categories[i];
}
}
return null;
}
}
}
///
/// Event of store being initialized.
///
/// EntityUid of store entity owner.
/// EntityUid of store entity.
/// Marker, if store should have discounts.
/// List of available listings items.
[ByRefEvent]
public record struct StoreInitializedEvent(
EntityUid TargetUser,
EntityUid Store,
bool UseDiscounts,
IReadOnlyList Listings
);