Machine construction can now use tags. (#3532)

* work on machine tags

* Makes protolathe board use tag requirements
This commit is contained in:
Vera Aguilera Puerto
2021-03-08 05:09:30 +01:00
committed by GitHub
parent 13e95ac9a8
commit f5396344ef
5 changed files with 95 additions and 15 deletions

View File

@@ -3,6 +3,7 @@ using System.Threading.Tasks;
using Content.Server.Construction;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.GameObjects.Components.Construction;
using Content.Shared.GameObjects.Components.Tag;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
@@ -48,6 +49,12 @@ namespace Content.Server.GameObjects.Components.Construction
return false;
}
foreach (var (tagName, info) in TagRequirements)
{
if (_tagProgress[tagName] < info.Amount)
return false;
}
return true;
}
}
@@ -56,13 +63,16 @@ namespace Content.Server.GameObjects.Components.Construction
public bool HasBoard => _boardContainer?.ContainedEntities.Count != 0;
[ViewVariables]
private Dictionary<MachinePart, int> _progress;
private readonly Dictionary<MachinePart, int> _progress = new();
[ViewVariables]
private Dictionary<string, int> _materialProgress;
private readonly Dictionary<string, int> _materialProgress = new();
[ViewVariables]
private Dictionary<string, int> _componentProgress;
private readonly Dictionary<string, int> _componentProgress = new();
[ViewVariables]
private readonly Dictionary<string, int> _tagProgress = new();
[ViewVariables]
private Container _boardContainer;
@@ -77,11 +87,15 @@ namespace Content.Server.GameObjects.Components.Construction
public IReadOnlyDictionary<string, int> MaterialRequirements { get; private set; }
[ViewVariables]
public IReadOnlyDictionary<string, ComponentPartInfo> ComponentRequirements { get; private set; }
public IReadOnlyDictionary<string, GenericPartInfo> ComponentRequirements { get; private set; }
[ViewVariables]
public IReadOnlyDictionary<string, GenericPartInfo> TagRequirements { get; private set; }
public IReadOnlyDictionary<MachinePart, int> Progress => _progress;
public IReadOnlyDictionary<string, int> MaterialProgress => _materialProgress;
public IReadOnlyDictionary<string, int> ComponentProgress => _componentProgress;
public IReadOnlyDictionary<string, int> TagProgress => _tagProgress;
public override void Initialize()
{
@@ -109,9 +123,12 @@ namespace Content.Server.GameObjects.Components.Construction
Requirements = machineBoard.Requirements;
MaterialRequirements = machineBoard.MaterialIdRequirements;
ComponentRequirements = machineBoard.ComponentRequirements;
_progress = new Dictionary<MachinePart, int>();
_materialProgress = new Dictionary<string, int>();
_componentProgress = new Dictionary<string, int>();
TagRequirements = machineBoard.TagRequirements;
_progress.Clear();
_materialProgress.Clear();
_componentProgress.Clear();
_tagProgress.Clear();
foreach (var (machinePart, _) in Requirements)
{
@@ -127,6 +144,11 @@ namespace Content.Server.GameObjects.Components.Construction
{
_componentProgress[compName] = 0;
}
foreach (var (compName, _) in TagRequirements)
{
_tagProgress[compName] = 0;
}
}
public void RegenerateProgress()
@@ -143,9 +165,11 @@ namespace Content.Server.GameObjects.Components.Construction
Requirements = null;
MaterialRequirements = null;
ComponentRequirements = null;
_progress = null;
_materialProgress = null;
_componentProgress = null;
TagRequirements = null;
_progress.Clear();
_materialProgress.Clear();
_componentProgress.Clear();
_tagProgress.Clear();
return;
}
@@ -190,7 +214,7 @@ namespace Content.Server.GameObjects.Components.Construction
}
// I have many regrets.
foreach (var (compName, amount) in ComponentRequirements)
foreach (var (compName, _) in ComponentRequirements)
{
var registration = _componentFactory.GetRegistration(compName);
@@ -202,6 +226,18 @@ namespace Content.Server.GameObjects.Components.Construction
else
_componentProgress[compName]++;
}
// I have MANY regrets.
foreach (var (tagName, _) in TagRequirements)
{
if (!part.HasTag(tagName))
continue;
if (!_tagProgress.ContainsKey(tagName))
_tagProgress[tagName] = 1;
else
_tagProgress[tagName]++;
}
}
}
@@ -291,6 +327,19 @@ namespace Content.Server.GameObjects.Components.Construction
_componentProgress[compName]++;
return true;
}
foreach (var (tagName, info) in TagRequirements)
{
if (_tagProgress[tagName] >= info.Amount)
continue;
if (!eventArgs.Using.HasTag(tagName))
continue;
if (!eventArgs.Using.TryRemoveFromContainer() || !_partContainer.Insert(eventArgs.Using)) continue;
_tagProgress[tagName]++;
return true;
}
}
return false;