Coin customers: buyer says the coin amount on deal; test entry spawns buyer through the bell queue
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -4,7 +4,7 @@
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### 第二阶段(进行中)
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- 用币付款的顾客:排队的买家里,上层付 CRC(12%)、黑市付 CRT(25%)、革命派付 CRA(25%)、下层付 PSC(10%)。成交时扣回信用点,按当日币价换成币进热钱包;赃物款项不记销赃,改成币带污点(货值 × 赃物热度%);夜间日志汇总当天用币结算的额度。开发者模式 F9 有测试入口。游戏内成交流程尚未实测(测试存档里顾客不上柜台),机制本身在技术验证里通过。
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- 用币付款的顾客:排队的买家里,上层付 CRC(12%)、黑市付 CRT(25%)、革命派付 CRA(25%)、下层付 PSC(10%)。成交时扣回信用点(现金不变),按当日币价换成币进热钱包,顾客当场说一句"成交,N CRT 已转入热钱包";赃物款项不记销赃,改成币带污点(货值 × 赃物热度%);夜间日志汇总当天用币结算的额度。开发者模式 F9 有测试入口(Coin buyer)。已在游戏里实测:成交后现金不变,四笔种子按币价记入 CRT,顾客对话显示。
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### 第一阶段完成(入门、挖矿、显卡鉴定、终端)
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@@ -24,12 +24,15 @@ namespace Decentralized
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canClientExposeFeature = ClientCanExposeFunc.BasicClientExposeCapacity,
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};
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c.SetBudget(5000);
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c.clientBuyingTagList.Add("WATER"); c.clientBuyingTagList.Add("BREVAGE");
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c.clientBuyingTagList.Add("SEED");
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c.mainDialogue.SetText(c.displayName, "CRT.").SetEndAction(() => { });
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c.AddBasicDialog();
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c.CompleteClientCreation();
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Mark(c, Assets.CRT);
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PlayerStore.Instance.currentClientInstance = StoreClientInstance.CreateClientInstance(c); // 测试:直接换成这位顾客
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Log.Info($"用币付款顾客(测试)已设置,当前顾客 {PlayerStore.Instance.currentClientInstance?.GetClientBlueprint()?.identifier},队列 {PlayerStore.Instance.storeClientManager.clientStack.Count} 人");
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PlayerStore.Instance.currentClientInstance = null; // 测试:丢掉在场的顾客(开局的高利贷者不可遣散)
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PlayerStore.Instance.storeClientManager.clientStack.Insert(0, c);
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PlayerStore.Instance.TryCallNextClient();
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}));
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}
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public static void Unsubscribe() => ModHook.OnGenerateCustomerLate -= OnGenerate;
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@@ -55,24 +58,34 @@ namespace Decentralized
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private static void Mark(StoreClient c, string asset)
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{
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var before = c.onItemBought;
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double total = 0; // 这位顾客这一单一共付了多少币
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c.isNoContributeToEvidence = true;
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c.onItemBought = (item, cost) =>
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{
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before?.Invoke(item, cost);
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Log.Guard("用币付款成交", () => Pay(asset, item, cost));
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Log.Guard("用币付款成交", () => { total += Pay(c, asset, item, cost); Say(c, asset, total); });
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};
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}
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private static void Pay(string asset, GameItem item, int cost)
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/// <summary>成交后顾客说的话:告诉玩家这单是币到账,不是信用点。</summary>
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private static void Say(StoreClient client, string asset, double total)
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{
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client.acceptDealDialogue = new Dialogue().SetText(client.displayName, L.T("coinpay.line", Fmt.Num(total), asset));
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client.acceptDealDialogue.priority = 4;
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client.acceptDealDialoguePlayed = false;
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}
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private static double Pay(StoreClient client, string asset, GameItem item, int cost)
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{
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var d = Session.Data;
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double price = Session.Price(asset);
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if (cost <= 0 || price <= 0) return;
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if (cost <= 0 || price <= 0) return 0;
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int heat = item.IsTag("STOLEN_VALUE_INT") ? item.GetTagReadonly("STOLEN_VALUE_INT").GetInt() : 0;
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ModHelper.AddCredit(-cost, false);
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double qty = CoinPayment.Receive(d.Hot, asset, cost, price, heat);
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d.CoinSalesToday += cost;
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Log.Info($"用币付款:{item.name} {cost} 信用点 → {qty:0.####} {asset},污点 +{cost * heat / 100.0:0}");
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return qty;
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}
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}
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}
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@@ -50,6 +50,7 @@ report.burnt,Cards burnt out: {0}
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report.price,PSC price: {0} credits
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nightlog.mined,Mining rigs produced {0} PSC.
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nightlog.burnt,A {0} burnt out.
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coinpay.line,Deal. {0} {1} sent to your hot wallet.
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nightlog.coinpay,Customers paying in coin settled {0} credits; the coins went to the hot wallet.
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nightlog.unpowered,{0} mining rig(s) had no power.
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news.open.title,Poinbase Lists PSC
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@@ -49,6 +49,7 @@ report.burnt,烧毁的显卡:{0}
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report.price,PSC 价格:{0} 信用点
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nightlog.mined,矿架挖出 {0} PSC。
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nightlog.burnt,一张 {0} 烧毁了。
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coinpay.line,成交,{0} {1} 已转入热钱包。
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nightlog.coinpay,用币付款的顾客共结算 {0} 信用点,已换成币进了热钱包。
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nightlog.unpowered,{0} 个矿架没有电。
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news.open.title,Poinbase 上架 PSC
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