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
This commit is contained in:
Víctor Aguilera Puerto
2019-09-03 22:51:19 +02:00
committed by Pieter-Jan Briers
parent b62fb4a318
commit ba8b495ec0
61 changed files with 1884 additions and 23 deletions

View File

@@ -0,0 +1,72 @@
using System;
using System.Collections.Generic;
using Content.Shared.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Research
{
[ComponentReference(typeof(SharedLatheDatabaseComponent))]
public class SharedProtolatheDatabaseComponent : SharedLatheDatabaseComponent
{
public override string Name => "ProtolatheDatabase";
public sealed override uint? NetID => ContentNetIDs.PROTOLATHE_DATABASE;
public sealed override Type StateType => typeof(ProtolatheDatabaseState);
private List<LatheRecipePrototype> _protolatheRecipes = new List<LatheRecipePrototype>();
/// <summary>
/// A full list of recipes this protolathe can print.
/// </summary>
public List<LatheRecipePrototype> ProtolatheRecipes => _protolatheRecipes;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
if (serializer.Reading)
{
var recipes = serializer.ReadDataField("protolatherecipes", new List<string>());
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
foreach (var id in recipes)
{
if (!prototypeManager.TryIndex(id, out LatheRecipePrototype recipe)) continue;
_protolatheRecipes.Add(recipe);
}
} else if (serializer.Writing)
{
var recipes = GetProtolatheRecipeIdList();
serializer.DataField(ref recipes, "protolatherecipes", new List<string>());
}
}
/// <summary>
/// Returns a list of the allowed protolathe recipe IDs.
/// </summary>
/// <returns>A list of recipe IDs allowed</returns>
public List<string> GetProtolatheRecipeIdList()
{
var list = new List<string>();
foreach (var recipe in ProtolatheRecipes)
{
list.Add(recipe.ID);
}
return list;
}
}
[NetSerializable, Serializable]
public class ProtolatheDatabaseState : ComponentState
{
public readonly List<string> Recipes;
public ProtolatheDatabaseState(List<string> recipes) : base(ContentNetIDs.PROTOLATHE_DATABASE)
{
Recipes = recipes;
}
}
}