feat(economy): add Bestellsystem mit Lieferzeit
- SupplierService: Bestellungen mit Lieferzeit-Berechnung - OrderTerminal: Spieler-Interaktion zum Aufgeben von Bestellungen - StorageCrateRegistry + StorageCrate.Restock: Server registriert Kisten und füllt sie bei Lieferung wieder auf - GameClock.TotalHours: durchgehende Spielzeit für Lieferzeit-Berechnung - ROADMAP: Bestellsystem-Punkt als erledigt markiert Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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using System.Collections.Generic;
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using AfterHours.Core;
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using AfterHours.Data;
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using AfterHours.Shop;
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using Unity.Netcode;
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using UnityEngine;
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namespace AfterHours.Economy
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{
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/// <summary>
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/// Bestellungen beim Großhandel: Ware wird sofort bezahlt, trifft aber
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/// erst nach einer Lieferzeit in der passenden Lagerkiste ein. Nur Server.
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/// </summary>
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public sealed class SupplierService : NetworkBehaviour
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{
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public static SupplierService Instance { get; private set; }
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[SerializeField] private ProductCatalog _catalog;
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[SerializeField] private float _deliveryLeadHours = 4f;
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private readonly List<PurchaseOrder> _pending = new();
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private void Awake() => Instance = this;
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public override void OnNetworkDespawn()
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{
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if (Instance == this) Instance = null;
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}
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private void Update()
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{
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if (!IsServer || GameClock.Instance == null) return;
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float now = GameClock.Instance.TotalHours;
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for (int i = _pending.Count - 1; i >= 0; i--)
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{
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if (now < _pending[i].DeliveryTime) continue;
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Deliver(_pending[i]);
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_pending.RemoveAt(i);
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}
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}
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/// <summary>Server: Bestellung aufgeben. False, wenn Produkt unbekannt oder Geld nicht reicht.</summary>
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public bool PlaceOrder(int productId, int quantity)
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{
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if (!IsServer || quantity <= 0) return false;
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if (!_catalog.TryGet(productId, out var product)) return false;
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float cost = product.WholesalePrice * quantity;
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if (!ShopEconomy.Instance.TrySpend(cost)) return false;
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var order = new PurchaseOrder { DeliveryTime = GameClock.Instance.TotalHours + _deliveryLeadHours };
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order.Add(productId, quantity, product.WholesalePrice);
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_pending.Add(order);
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return true;
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}
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private void Deliver(PurchaseOrder order)
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{
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order.Delivered = true;
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foreach (var line in order.Lines)
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{
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var crate = StorageCrateRegistry.Instance.FindFor(line.ProductId);
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if (crate == null)
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{
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Debug.LogWarning($"[SupplierService] Keine Lagerkiste für ProductId {line.ProductId} — Lieferung verworfen.");
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continue;
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}
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crate.Restock(line.Quantity);
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}
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}
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}
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}
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