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>
This commit is contained in:
DrSmugleaf
2021-02-25 06:18:29 +01:00
committed by GitHub
parent 7c32574547
commit fdcbece63d
33 changed files with 326 additions and 186 deletions

View File

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