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.Shared.GameObjects.Components.Research;
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using Content.Shared.Research;
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using Robust.Shared.GameObjects;
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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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public class TechnologyDatabaseComponent : SharedTechnologyDatabaseComponent
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{
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public override ComponentState GetComponentState()
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{
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return new TechnologyDatabaseState(_technologies);
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}
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/// <summary>
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/// Synchronizes this database against other,
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/// adding all technologies from the other that
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/// this one doesn't have.
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/// </summary>
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/// <param name="otherDatabase">The other database</param>
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/// <param name="twoway">Whether the other database should be synced against this one too or not.</param>
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public void Sync(TechnologyDatabaseComponent otherDatabase, bool twoway = true)
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{
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foreach (var tech in otherDatabase.Technologies)
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{
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if (!IsTechnologyUnlocked(tech)) AddTechnology(tech);
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}
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if(twoway)
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otherDatabase.Sync(this, false);
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Dirty();
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}
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/// <summary>
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/// If there's a research client component attached to the owner entity,
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/// and the research client is connected to a research server, this method
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/// syncs against the research server, and the server against the local database.
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/// </summary>
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/// <returns>Whether it could sync or not</returns>
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public bool SyncWithServer()
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{
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if (!Owner.TryGetComponent(out ResearchClientComponent client)) return false;
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if (!client.ConnectedToServer) return false;
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Sync(client.Server.Database);
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return true;
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}
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/// <summary>
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/// If possible, unlocks a technology on this database.
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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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AddTechnology(technology);
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Dirty();
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return true;
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}
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/// <summary>
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/// Adds a technology to the database without checking if it could be unlocked.
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/// </summary>
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/// <param name="technology"></param>
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public void AddTechnology(TechnologyPrototype technology)
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{
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_technologies.Add(technology);
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}
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}
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}
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