Adds Research, unlockable technologies, Protolathes... (#264)
* Work on Research so far More work on UI... Fix ResearchClient and Protolathe UI stuff. Fix infinite select -> request state -> select -> ... loop Add UI to ResearchClient, etc. Technology Database states, and a bit of work on the research console ui A bit of work on Research Console UI Protolathe sync Stuff that actually does things Protolathe databases yay Alright got my motivation back Yeah, no. It's almost 3 AM already Fix serialization bug again More work on stuff Stuff Adds files for most new components/systems. * Protolathes actually work now * Research. Just Research. * Adds icons from Eris. * Address reviews * Change LatheMenu resize behaviour * Update Content.Client/GameObjects/Components/Research/ResearchConsoleBoundUserInterface.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/Research/ResearchConsoleMenu.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Move IoC Resolve out of for loop * Address review * Localize stuff
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committed by
Pieter-Jan Briers
parent
b62fb4a318
commit
ba8b495ec0
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Research;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Systems;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Research
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{
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[RegisterComponent]
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public class ResearchClientComponent : SharedResearchClientComponent, IActivate
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{
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// TODO: Create GUI for changing RD server.
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private BoundUserInterface _userInterface;
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#pragma warning disable 649
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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#pragma warning restore 649
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public bool ConnectedToServer => Server != null;
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[ViewVariables(VVAccess.ReadOnly)]
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public ResearchServerComponent Server { get; set; }
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public bool RegisterServer(ResearchServerComponent server)
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{
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var result = server != null && server.RegisterClient(this);
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return result;
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}
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public void UnregisterFromServer()
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{
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Server?.UnregisterClient(this);
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}
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public override void Initialize()
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{
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base.Initialize();
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// For now it just registers on the first server it can find.
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var servers = _entitySystemManager.GetEntitySystem<ResearchSystem>().Servers;
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if(servers.Count > 0)
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RegisterServer(servers[0]);
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(ResearchClientUiKey.Key);
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_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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public void OpenUserInterface(IPlayerSession session)
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{
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UpdateUserInterface();
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_userInterface.Open(session);
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
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return;
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OpenUserInterface(actor.playerSession);
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return;
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}
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public void UpdateUserInterface()
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{
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_userInterface?.SetState(GetNewUiState());
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}
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private ResearchClientBoundInterfaceState GetNewUiState()
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{
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var rd = _entitySystemManager.GetEntitySystem<ResearchSystem>();
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return new ResearchClientBoundInterfaceState(rd.Servers.Count, rd.GetServerNames(),
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rd.GetServerIds(), ConnectedToServer ? Server.Id : -1);
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage msg)
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{
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switch (msg.Message)
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{
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case ResearchClientSyncMessage _:
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UpdateUserInterface();
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break;
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case ResearchClientServerSelectedMessage selectedMessage:
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UnregisterFromServer();
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RegisterServer(_entitySystemManager.GetEntitySystem<ResearchSystem>().GetServerById(selectedMessage.ServerId));
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UpdateUserInterface();
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break;
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case ResearchClientServerDeselectedMessage _:
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UnregisterFromServer();
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UpdateUserInterface();
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break;
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnregisterFromServer();
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}
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}
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}
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