clean up infinite researchsystem shitcode (#13136)
* clean up infinite researchsystem shitcode * fml some more shit * make syncing work logically * naming naming naming
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@@ -1,22 +1,35 @@
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using Content.Shared.Research.Components;
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using Content.Shared.Research.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Research.Systems;
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public abstract class SharedResearchSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ResearchServerComponent, ComponentGetState>(OnServerGetState);
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SubscribeLocalEvent<ResearchServerComponent, ComponentHandleState>(OnServerHandleState);
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SubscribeLocalEvent<TechnologyDatabaseComponent, ComponentGetState>(OnTechnologyGetState);
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SubscribeLocalEvent<TechnologyDatabaseComponent, ComponentHandleState>(OnTechnologyHandleState);
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}
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private void OnServerGetState(EntityUid uid, ResearchServerComponent component, ref ComponentGetState args)
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{
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args.State = new ResearchServerState(component.ServerName, component.Points, component.Id);
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}
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private void OnServerHandleState(EntityUid uid, ResearchServerComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ResearchServerState state)
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return;
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component.ServerName = state.ServerName;
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component.Points = state.Points;
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component.Id = state.Id;
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}
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private void OnTechnologyHandleState(EntityUid uid, TechnologyDatabaseComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not TechnologyDatabaseState state)
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@@ -34,40 +47,35 @@ public abstract class SharedResearchSystem : EntitySystem
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/// Returns whether a technology is unlocked on this database or not.
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/// </summary>
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/// <returns>Whether it is unlocked or not</returns>
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public bool IsTechnologyUnlocked(EntityUid uid, string technologyId, TechnologyDatabaseComponent? component = null)
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public bool IsTechnologyUnlocked(EntityUid uid, TechnologyPrototype technology, TechnologyDatabaseComponent? component = null)
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{
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return Resolve(uid, ref component) && component.TechnologyIds.Contains(technologyId);
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return Resolve(uid, ref component) && IsTechnologyUnlocked(uid, technology.ID, component);
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}
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/// <summary>
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/// Returns whether a technology is unlocked on this database or not.
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/// </summary>
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/// <returns>Whether it is unlocked or not</returns>
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public bool IsTechnologyUnlocked(EntityUid uid, TechnologyPrototype technologyId, TechnologyDatabaseComponent? component = null)
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public bool IsTechnologyUnlocked(EntityUid uid, string technologyId, TechnologyDatabaseComponent? component = null)
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{
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return Resolve(uid, ref component) && IsTechnologyUnlocked(uid, technologyId.ID, component);
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return Resolve(uid, ref component, false) && component.TechnologyIds.Contains(technologyId);
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}
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/// <summary>
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/// Returns whether a technology can be unlocked on this database,
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/// taking parent technologies into account.
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/// Returns whether or not all the prerequisite
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/// technologies for a technology are unlocked.
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/// </summary>
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/// <returns>Whether it could be unlocked or not</returns>
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public bool CanUnlockTechnology(EntityUid uid, TechnologyPrototype technology, TechnologyDatabaseComponent? component = null)
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/// <param name="uid"></param>
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/// <param name="prototype"></param>
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/// <param name="component"></param>
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/// <returns>Whether or not the prerequesites are present</returns>
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public bool ArePrerequesitesUnlocked(EntityUid uid, TechnologyPrototype prototype, TechnologyDatabaseComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (IsTechnologyUnlocked(uid, technology.ID, component))
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return false;
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foreach (var technologyId in technology.RequiredTechnologies)
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foreach (var technologyId in prototype.RequiredTechnologies)
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{
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_prototypeManager.TryIndex(technologyId, out TechnologyPrototype? requiredTechnology);
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if (requiredTechnology == null)
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return false;
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if (!IsTechnologyUnlocked(uid, requiredTechnology.ID, component))
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if (!IsTechnologyUnlocked(uid, technologyId, component))
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return false;
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}
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return true;
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