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 Content.Shared.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.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameObjects.Components.Research
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class ResearchConsoleComponent : SharedResearchConsoleComponent, IActivate
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{
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private BoundUserInterface _userInterface;
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private ResearchClientComponent _client;
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public override void Initialize()
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{
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base.Initialize();
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(ResearchConsoleUiKey.Key);
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_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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_client = Owner.GetComponent<ResearchClientComponent>();
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
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{
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if (!Owner.TryGetComponent(out TechnologyDatabaseComponent database)) return;
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switch (message.Message)
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{
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case ConsoleUnlockTechnologyMessage msg:
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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if (!protoMan.TryIndex(msg.Id, out TechnologyPrototype tech)) break;
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if(!_client.Server.CanUnlockTechnology(tech)) break;
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if (_client.Server.UnlockTechnology(tech))
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{
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database.SyncWithServer();
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database.Dirty();
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UpdateUserInterface();
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}
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break;
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case ConsoleServerSyncMessage msg:
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database.SyncWithServer();
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UpdateUserInterface();
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break;
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case ConsoleServerSelectionMessage msg:
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if (!Owner.TryGetComponent(out ResearchClientComponent client)) break;
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client.OpenUserInterface(message.Session);
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break;
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}
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}
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/// <summary>
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/// Method to update the user interface on the clients.
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/// </summary>
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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 ResearchConsoleBoundInterfaceState GetNewUiState()
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{
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var points = _client.ConnectedToServer ? _client.Server.Point : 0;
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var pointsPerSecond = _client.ConnectedToServer ? _client.Server.PointsPerSecond : 0;
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return new ResearchConsoleBoundInterfaceState(points, pointsPerSecond);
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}
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/// <summary>
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/// Open the user interface on a certain player session.
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/// </summary>
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/// <param name="session">Session where the UI will be shown</param>
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public void OpenUserInterface(IPlayerSession session)
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{
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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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}
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}
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