Refactor stacks to use prototypes (#3387)
* Refactor stacks to use prototypes * Fix not assigned warning * Add names to stacks * Make machine baords and material constructions use the name as well * Remove defaulting stacks to prototype id * Fix tests Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -1,10 +1,14 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.Construction;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Stacks;
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using Microsoft.Extensions.Logging;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -14,13 +18,15 @@ namespace Content.Server.GameObjects.Components.Construction
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[RegisterComponent]
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public class MachineBoardComponent : Component, IExamine
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string Name => "MachineBoard";
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[ViewVariables]
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private Dictionary<MachinePart, int> _requirements;
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[ViewVariables]
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private Dictionary<StackType, int> _materialRequirements;
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private Dictionary<string, int> _materialIdRequirements;
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[ViewVariables]
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private Dictionary<string, ComponentPartInfo> _componentRequirements;
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@@ -28,7 +34,20 @@ namespace Content.Server.GameObjects.Components.Construction
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[ViewVariables(VVAccess.ReadWrite)]
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public string Prototype { get; private set; }
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public IReadOnlyDictionary<MachinePart, int> Requirements => _requirements;
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public IReadOnlyDictionary<StackType, int> MaterialRequirements => _materialRequirements;
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public IReadOnlyDictionary<string, int> MaterialIdRequirements => _materialIdRequirements;
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public IEnumerable<KeyValuePair<StackPrototype, int>> MaterialRequirements
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{
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get
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{
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foreach (var (materialId, amount) in MaterialIdRequirements)
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{
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var material = _prototypeManager.Index<StackPrototype>(materialId);
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yield return new KeyValuePair<StackPrototype, int>(material, amount);
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}
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}
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}
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public IReadOnlyDictionary<string, ComponentPartInfo> ComponentRequirements => _componentRequirements;
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public override void ExposeData(ObjectSerializer serializer)
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@@ -36,10 +55,23 @@ namespace Content.Server.GameObjects.Components.Construction
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Prototype, "prototype", null);
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serializer.DataField(ref _requirements, "requirements", new Dictionary<MachinePart, int>());
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serializer.DataField(ref _materialRequirements, "materialRequirements", new Dictionary<StackType, int>());
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serializer.DataField(ref _materialIdRequirements, "materialRequirements", new Dictionary<string, int>());
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serializer.DataField(ref _componentRequirements, "componentRequirements", new Dictionary<string, ComponentPartInfo>());
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}
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protected override void Startup()
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{
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base.Startup();
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foreach (var material in _materialIdRequirements.Keys)
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{
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if (!_prototypeManager.HasIndex<StackPrototype>(material))
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{
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Logger.Error($"No {nameof(StackPrototype)} found with id {material}");
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}
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}
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString("Requires:\n"));
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@@ -50,7 +82,7 @@ namespace Content.Server.GameObjects.Components.Construction
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foreach (var (material, amount) in MaterialRequirements)
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{
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message.AddMarkup(Loc.GetString("[color=yellow]{0}x[/color] [color=green]{1}[/color]\n", amount, Loc.GetString(material.ToString())));
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message.AddMarkup(Loc.GetString("[color=yellow]{0}x[/color] [color=green]{1}[/color]\n", amount, Loc.GetString(material.Name)));
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}
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foreach (var (_, info) in ComponentRequirements)
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