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 System.Collections;
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using System.Collections.Generic;
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using System.Runtime.InteropServices.WindowsRuntime;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Research;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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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 ResearchServerComponent : Component
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{
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public static int ServerCount = 0;
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public override string Name => "ResearchServer";
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[ViewVariables(VVAccess.ReadWrite)]
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public string ServerName => _serverName;
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private string _serverName = "RDSERVER";
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private float _timer = 0f;
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public TechnologyDatabaseComponent Database { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)]
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private int _points = 0;
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[ViewVariables(VVAccess.ReadOnly)]
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public int Id { get; private set; }
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// You could optimize research by keeping a list of unlocked recipes too.
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[ViewVariables(VVAccess.ReadOnly)]
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public IReadOnlyList<TechnologyPrototype> UnlockedTechnologies => Database.Technologies;
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[ViewVariables(VVAccess.ReadOnly)]
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public List<ResearchPointSourceComponent> PointSources { get; } = new List<ResearchPointSourceComponent>();
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[ViewVariables(VVAccess.ReadOnly)]
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public List<ResearchClientComponent> Clients { get; } = new List<ResearchClientComponent>();
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public int Point => _points;
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/// <summary>
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/// How many points per second this R&D server gets.
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/// The value is calculated from all point sources connected to it.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public int PointsPerSecond
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{
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// This could be changed to PointsPerMinute quite easily for optimization.
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get
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{
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var points = 0;
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foreach (var source in PointSources)
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{
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if (source.Active) points += source.PointsPerSecond;
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}
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return points;
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}
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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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Id = ServerCount++;
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IoCManager.Resolve<IEntitySystemManager>()?.GetEntitySystem<ResearchSystem>()?.RegisterServer(this);
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Database = Owner.GetComponent<TechnologyDatabaseComponent>();
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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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IoCManager.Resolve<IEntitySystemManager>()?.GetEntitySystem<ResearchSystem>()?.UnregisterServer(this);
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _serverName, "servername", "RDSERVER");
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serializer.DataField(ref _points, "points", 0);
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}
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public bool CanUnlockTechnology(TechnologyPrototype technology)
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{
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if (!Database.CanUnlockTechnology(technology) || _points < technology.RequiredPoints || Database.IsTechnologyUnlocked(technology)) return false;
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return true;
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}
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/// <summary>
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/// Unlocks a technology, but only if there are enough research points for it.
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/// If there are, it subtracts the amount of points from the total.
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/// </summary>
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/// <param name="technology"></param>
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/// <returns></returns>
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public bool UnlockTechnology(TechnologyPrototype technology)
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{
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if (!CanUnlockTechnology(technology)) return false;
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var result = Database.UnlockTechnology(technology);
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if(result)
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_points -= technology.RequiredPoints;
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return result;
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}
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/// <summary>
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/// Check whether a technology is unlocked or not.
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/// </summary>
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/// <param name="technology"></param>
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/// <returns></returns>
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public bool IsTechnologyUnlocked(TechnologyPrototype technology)
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{
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return Database.IsTechnologyUnlocked(technology);
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}
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/// <summary>
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/// Registers a remote client on this research server.
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/// </summary>
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/// <param name="client"></param>
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/// <returns></returns>
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public bool RegisterClient(ResearchClientComponent client)
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{
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if (client is ResearchPointSourceComponent source)
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{
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if (PointSources.Contains(source)) return false;
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PointSources.Add(source);
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source.Server = this;
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return true;
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}
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if (Clients.Contains(client)) return false;
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Clients.Add(client);
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client.Server = this;
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return true;
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}
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/// <summary>
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/// Unregisters a remote client from this server.
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/// </summary>
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/// <param name="client"></param>
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public void UnregisterClient(ResearchClientComponent client)
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{
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if (client is ResearchPointSourceComponent source)
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{
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PointSources.Remove(source);
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return;
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}
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Clients.Remove(client);
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}
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public void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < 1f) return;
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_timer = 0f;
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_points += PointsPerSecond;
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}
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}
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}
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