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- 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;
- /// <summary>
- /// Discount system that is part of <see cref="StoreSystem"/>.
- /// </summary>
- public sealed class StoreDiscountSystem : EntitySystem
- {
- [ValidatePrototypeId<StoreCategoryPrototype>]
- private const string DiscountedStoreCategoryPrototypeKey = "DiscountedItems";
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- /// <inheritdoc />
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<StoreInitializedEvent>(OnStoreInitialized);
- SubscribeLocalEvent<StoreBuyFinishedEvent>(OnBuyFinished);
- }
- /// <summary> Decrements discounted item count, removes discount modifier and category, if counter reaches zero. </summary>
- private void OnBuyFinished(ref StoreBuyFinishedEvent ev)
- {
- var (storeId, purchasedItem) = ev;
- if (!TryComp<StoreDiscountComponent>(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);
- }
- /// <summary> Initialized discounts if required. </summary>
- private void OnStoreInitialized(ref StoreInitializedEvent ev)
- {
- if (!ev.UseDiscounts)
- {
- return;
- }
- var discountComponent = EnsureComp<StoreDiscountComponent>(ev.Store);
- var discounts = InitializeDiscounts(ev.Listings);
- ApplyDiscounts(ev.Listings, discounts);
- discountComponent.Discounts = discounts;
- }
- private IReadOnlyList<StoreDiscountData> InitializeDiscounts(
- IReadOnlyCollection<ListingDataWithCostModifiers> 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<DiscountCategoryPrototype>();
- var categoriesWithCumulativeWeight = new CategoriesWithCumulativeWeightMap(prototypes);
- var uniqueListingItemCountByCategory = PickCategoriesToRoll(totalAvailableDiscounts, categoriesWithCumulativeWeight);
- return RollItems(listings, uniqueListingItemCountByCategory);
- }
- /// <summary>
- /// Roll <b>how many</b> unique listing items which discount categories going to have. This will be used later to then pick listing items
- /// to actually set discounts.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <param name="totalAvailableDiscounts">
- /// Total amount of different listing items to be discounted. Depending on <see cref="DiscountCategoryPrototype.MaxItems"/>
- /// there might be less discounts then <see cref="totalAvailableDiscounts"/>, but never more.
- /// </param>
- /// <param name="categoriesWithCumulativeWeightMap">
- /// Map of discount category cumulative weights by respective protoId of discount category.
- /// </param>
- /// <returns>Map: <b>count</b> of different listing items to be discounted, by discount category.</returns>
- private Dictionary<ProtoId<DiscountCategoryPrototype>, int> PickCategoriesToRoll(
- int totalAvailableDiscounts,
- CategoriesWithCumulativeWeightMap categoriesWithCumulativeWeightMap
- )
- {
- var chosenDiscounts = new Dictionary<ProtoId<DiscountCategoryPrototype>, 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;
- }
- /// <summary>
- /// Rolls list of exact <see cref="ListingData"/> items to be discounted, and amount of currency to be discounted.
- /// </summary>
- /// <param name="listings">List of all available listing items from which discounted ones could be selected.</param>
- /// <param name="chosenDiscounts"></param>
- /// <returns>Collection of containers with rolled discount data.</returns>
- private IReadOnlyList<StoreDiscountData> RollItems(IEnumerable<ListingDataWithCostModifiers> listings, Dictionary<ProtoId<DiscountCategoryPrototype>, 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<StoreDiscountData>();
- 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;
- }
- /// <summary> Roll amount of each currency by which item cost should be reduced. </summary>
- /// <remarks>
- /// No point in confusing user with a fractional number, so we remove numbers after dot that were rolled.
- /// </remarks>
- private Dictionary<ProtoId<CurrencyPrototype>, FixedPoint2> RollItemCost(
- IReadOnlyDictionary<ProtoId<CurrencyPrototype>, FixedPoint2> originalCost,
- ListingDataWithCostModifiers listingData
- )
- {
- var discountAmountByCurrencyId = new Dictionary<ProtoId<CurrencyPrototype>, 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<ListingDataWithCostModifiers> listings, IReadOnlyCollection<StoreDiscountData> 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<ProtoId<DiscountCategoryPrototype>, List<ListingDataWithCostModifiers>> GroupDiscountableListingsByDiscountCategory(
- IEnumerable<ListingDataWithCostModifiers> listings
- )
- {
- var listingsByDiscountCategory = new Dictionary<ProtoId<DiscountCategoryPrototype>, List<ListingDataWithCostModifiers>>();
- 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<ListingDataWithCostModifiers>();
- listingsByDiscountCategory[category.Value] = list;
- }
- list.Add(listing);
- }
- return listingsByDiscountCategory;
- }
- private static bool TryGetDiscountData(
- IReadOnlyList<StoreDiscountData> 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;
- }
- /// <summary> Map for holding discount categories with their calculated cumulative weight. </summary>
- private sealed record CategoriesWithCumulativeWeightMap
- {
- private readonly List<DiscountCategoryPrototype> _categories;
- private readonly List<int> _weights;
- private int _totalWeight;
- /// <summary>
- /// 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.
- /// </summary>
- public CategoriesWithCumulativeWeightMap(IEnumerable<DiscountCategoryPrototype> 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++;
- }
- }
- /// <summary>
- /// 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.
- /// </summary>
- 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);
- }
- /// <summary>
- /// Roll category respecting categories weight.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <param name="random">Random number generator.</param>
- /// <returns>Rolled category, or null if no category could be picked based on current map state.</returns>
- 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;
- }
- }
- }
- /// <summary>
- /// Event of store being initialized.
- /// </summary>
- /// <param name="TargetUser">EntityUid of store entity owner.</param>
- /// <param name="Store">EntityUid of store entity.</param>
- /// <param name="UseDiscounts">Marker, if store should have discounts.</param>
- /// <param name="Listings">List of available listings items.</param>
- [ByRefEvent]
- public record struct StoreInitializedEvent(
- EntityUid TargetUser,
- EntityUid Store,
- bool UseDiscounts,
- IReadOnlyList<ListingDataWithCostModifiers> Listings
- );
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