Research machinery requires power (#516)

* Fixed ResearchPointSourceComponent properties

* ResearchPointSourceComponent requires power

* ResearchServerComponent requires power
This commit is contained in:
DamianX
2020-01-17 15:34:40 +01:00
committed by Pieter-Jan Briers
parent c4ea6e53e8
commit c20ba98a1e
3 changed files with 39 additions and 13 deletions

View File

@@ -98,7 +98,7 @@ namespace Content.Server.GameObjects.Components.Power
} }
private Powernet.Priority _priority = Powernet.Priority.Medium; private Powernet.Priority _priority = Powernet.Priority.Medium;
[ViewVariables] [ViewVariables(VVAccess.ReadWrite)]
public bool IsPowerCut public bool IsPowerCut
{ {
get => _isPowerCut; get => _isPowerCut;

View File

@@ -1,3 +1,4 @@
using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
@@ -13,19 +14,32 @@ namespace Content.Server.GameObjects.Components.Research
private int _pointsPerSecond; private int _pointsPerSecond;
private bool _active; private bool _active;
private PowerDeviceComponent _powerDevice;
[ViewVariables] [ViewVariables]
public int PointsPerSecond public int PointsPerSecond
{ {
get => _pointsPerSecond; get => _pointsPerSecond;
set => value = _pointsPerSecond; set => _pointsPerSecond = value;
} }
[ViewVariables] [ViewVariables]
public bool Active public bool Active
{ {
get => _active; get => _active;
set => value = _active; set => _active = value;
}
/// <summary>
/// Whether this can be used to produce research points.
/// </summary>
/// <remarks>If no <see cref="PowerDeviceComponent"/> is found, it's assumed power is not required.</remarks>
public bool CanProduce => Active && (_powerDevice is null || _powerDevice.Powered);
public override void Initialize()
{
base.Initialize();
Owner.TryGetComponent(out _powerDevice);
} }
public override void ExposeData(ObjectSerializer serializer) public override void ExposeData(ObjectSerializer serializer)

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic; using System.Collections.Generic;
using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Research; using Content.Shared.Research;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
@@ -16,24 +17,23 @@ namespace Content.Server.GameObjects.Components.Research
public override string Name => "ResearchServer"; public override string Name => "ResearchServer";
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)] public string ServerName => _serverName;
public string ServerName => _serverName;
private string _serverName = "RDSERVER"; private string _serverName = "RDSERVER";
private float _timer = 0f; private float _timer = 0f;
public TechnologyDatabaseComponent Database { get; private set; } public TechnologyDatabaseComponent Database { get; private set; }
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)] private int _points = 0;
private int _points = 0;
[ViewVariables(VVAccess.ReadOnly)] [ViewVariables(VVAccess.ReadOnly)] public int Id { get; private set; }
public int Id { get; private set; }
// You could optimize research by keeping a list of unlocked recipes too. // You could optimize research by keeping a list of unlocked recipes too.
[ViewVariables(VVAccess.ReadOnly)] [ViewVariables(VVAccess.ReadOnly)]
public IReadOnlyList<TechnologyPrototype> UnlockedTechnologies => Database.Technologies; public IReadOnlyList<TechnologyPrototype> UnlockedTechnologies => Database.Technologies;
[ViewVariables(VVAccess.ReadOnly)] [ViewVariables(VVAccess.ReadOnly)]
public List<ResearchPointSourceComponent> PointSources { get; } = new List<ResearchPointSourceComponent>(); public List<ResearchPointSourceComponent> PointSources { get; } = new List<ResearchPointSourceComponent>();
[ViewVariables(VVAccess.ReadOnly)] [ViewVariables(VVAccess.ReadOnly)]
public List<ResearchClientComponent> Clients { get; } = new List<ResearchClientComponent>(); public List<ResearchClientComponent> Clients { get; } = new List<ResearchClientComponent>();
@@ -51,21 +51,31 @@ namespace Content.Server.GameObjects.Components.Research
{ {
var points = 0; var points = 0;
if (CanRun)
{
foreach (var source in PointSources) foreach (var source in PointSources)
{ {
if (source.Active) points += source.PointsPerSecond; if (source.CanProduce) points += source.PointsPerSecond;
}
} }
return points; return points;
} }
} }
/// <remarks>If no <see cref="PowerDeviceComponent"/> is found, it's assumed power is not required.</remarks>
[ViewVariables]
public bool CanRun => _powerDevice is null || _powerDevice.Powered;
private PowerDeviceComponent _powerDevice;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
Id = ServerCount++; Id = ServerCount++;
IoCManager.Resolve<IEntitySystemManager>()?.GetEntitySystem<ResearchSystem>()?.RegisterServer(this); IoCManager.Resolve<IEntitySystemManager>()?.GetEntitySystem<ResearchSystem>()?.RegisterServer(this);
Database = Owner.GetComponent<TechnologyDatabaseComponent>(); Database = Owner.GetComponent<TechnologyDatabaseComponent>();
Owner.TryGetComponent(out _powerDevice);
} }
/// <inheritdoc /> /// <inheritdoc />
@@ -84,7 +94,8 @@ namespace Content.Server.GameObjects.Components.Research
public bool CanUnlockTechnology(TechnologyPrototype technology) public bool CanUnlockTechnology(TechnologyPrototype technology)
{ {
if (!Database.CanUnlockTechnology(technology) || _points < technology.RequiredPoints || Database.IsTechnologyUnlocked(technology)) return false; if (!Database.CanUnlockTechnology(technology) || _points < technology.RequiredPoints ||
Database.IsTechnologyUnlocked(technology)) return false;
return true; return true;
} }
@@ -98,7 +109,7 @@ namespace Content.Server.GameObjects.Components.Research
{ {
if (!CanUnlockTechnology(technology)) return false; if (!CanUnlockTechnology(technology)) return false;
var result = Database.UnlockTechnology(technology); var result = Database.UnlockTechnology(technology);
if(result) if (result)
_points -= technology.RequiredPoints; _points -= technology.RequiredPoints;
return result; return result;
} }
@@ -151,6 +162,7 @@ namespace Content.Server.GameObjects.Components.Research
public void Update(float frameTime) public void Update(float frameTime)
{ {
if (!CanRun) return;
_timer += frameTime; _timer += frameTime;
if (_timer < 1f) return; if (_timer < 1f) return;
_timer = 0f; _timer = 0f;