Materials system. (#84)

This commit is contained in:
Pieter-Jan Briers
2018-07-27 17:11:58 +02:00
committed by GitHub
parent cb439ba39a
commit 74b38c49fb
6 changed files with 212 additions and 1 deletions

View File

@@ -0,0 +1,81 @@
using System.Collections.Generic;
using Content.Server.Materials;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.Reflection;
using SS14.Shared.Interfaces.Serialization;
using SS14.Shared.IoC;
using SS14.Shared.Prototypes;
using SS14.Shared.Serialization;
using SS14.Shared.Utility;
namespace Content.Server.GameObjects.Components.Materials
{
/// <summary>
/// Component to store data such as "this object is made out of steel".
/// This is not a storage system for say smelteries.
/// </summary>
public class MaterialComponent : Component
{
public const string SerializationCache = "mat";
public override string Name => "Material";
Dictionary<object, Material> MaterialTypes;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// TODO: Writing.
if (!serializer.Reading)
{
return;
}
if (serializer.TryGetCacheData(SerializationCache, out Dictionary<object, Material> cached))
{
MaterialTypes = cached.ShallowClone();
return;
}
MaterialTypes = new Dictionary<object, Material>();
if (serializer.TryReadDataField("materials", out List<MaterialDataEntry> list))
{
var protoMan = IoCManager.Resolve<IPrototypeManager>();
int index = 0;
foreach (var entry in list)
{
var proto = protoMan.Index<MaterialPrototype>(entry.Value);
MaterialTypes[entry.Key] = proto.Material;
index++;
}
}
serializer.SetCacheData(SerializationCache, MaterialTypes.ShallowClone());
}
class MaterialDataEntry : IExposeData
{
public object Key;
public string Value;
public void ExposeData(ObjectSerializer serializer)
{
if (!serializer.Reading)
{
return;
}
var refl = IoCManager.Resolve<IReflectionManager>();
Value = serializer.ReadDataField("mat", "unobtanium");
var key = serializer.ReadDataField("key", string.Empty);
if (refl.TryParseEnumReference(key, out var @enum))
{
Key = @enum;
return;
}
Key = key;
}
}
}
}