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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@@ -2,7 +2,6 @@
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using System.Threading.Tasks;
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using Content.Server.Construction;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Construction;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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@@ -16,7 +15,7 @@ namespace Content.Server.GameObjects.Components.Construction
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[RegisterComponent]
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public class MachineFrameComponent : Component, IInteractUsing
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{
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[Dependency] private IComponentFactory _componentFactory = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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public const string PartContainer = "machine_parts";
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public const string BoardContainer = "machine_board";
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@@ -60,7 +59,7 @@ namespace Content.Server.GameObjects.Components.Construction
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private Dictionary<MachinePart, int> _progress;
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[ViewVariables]
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private Dictionary<StackType, int> _materialProgress;
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private Dictionary<string, int> _materialProgress;
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[ViewVariables]
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private Dictionary<string, int> _componentProgress;
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@@ -75,13 +74,13 @@ namespace Content.Server.GameObjects.Components.Construction
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public IReadOnlyDictionary<MachinePart, int> Requirements { get; private set; }
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[ViewVariables]
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public IReadOnlyDictionary<StackType, int> MaterialRequirements { get; private set; }
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public IReadOnlyDictionary<string, int> MaterialRequirements { get; private set; }
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[ViewVariables]
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public IReadOnlyDictionary<string, ComponentPartInfo> ComponentRequirements { get; private set; }
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public IReadOnlyDictionary<MachinePart, int> Progress => _progress;
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public IReadOnlyDictionary<StackType, int> MaterialProgress => _materialProgress;
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public IReadOnlyDictionary<string, int> MaterialProgress => _materialProgress;
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public IReadOnlyDictionary<string, int> ComponentProgress => _componentProgress;
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public override void Initialize()
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@@ -108,10 +107,10 @@ namespace Content.Server.GameObjects.Components.Construction
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private void ResetProgressAndRequirements(MachineBoardComponent machineBoard)
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{
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Requirements = machineBoard.Requirements;
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MaterialRequirements = machineBoard.MaterialRequirements;
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MaterialRequirements = machineBoard.MaterialIdRequirements;
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ComponentRequirements = machineBoard.ComponentRequirements;
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_progress = new Dictionary<MachinePart, int>();
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_materialProgress = new Dictionary<StackType, int>();
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_materialProgress = new Dictionary<string, int>();
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_componentProgress = new Dictionary<string, int>();
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foreach (var (machinePart, _) in Requirements)
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@@ -179,7 +178,7 @@ namespace Content.Server.GameObjects.Components.Construction
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if (part.TryGetComponent<StackComponent>(out var stack))
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{
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var type = (StackType) stack.StackType;
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var type = stack.StackTypeId;
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// Check this is part of the requirements...
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if (!MaterialRequirements.ContainsKey(type))
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continue;
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@@ -249,7 +248,7 @@ namespace Content.Server.GameObjects.Components.Construction
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if (eventArgs.Using.TryGetComponent<StackComponent>(out var stack))
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{
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var type = (StackType) stack.StackType;
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var type = stack.StackTypeId;
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if (!MaterialRequirements.ContainsKey(type))
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return false;
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