using System; using Content.Shared.GameObjects.Components.Research; using Content.Shared.Research; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Prototypes; namespace Content.Client.GameObjects.Components.Research { [RegisterComponent] [ComponentReference(typeof(SharedLatheDatabaseComponent))] public class ProtolatheDatabaseComponent : SharedProtolatheDatabaseComponent { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; /// /// Invoked when the database gets updated. /// public event Action? OnDatabaseUpdated; public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { base.HandleComponentState(curState, nextState); if (curState is not ProtolatheDatabaseState state) return; Clear(); foreach (var ID in state.Recipes) { if(!_prototypeManager.TryIndex(ID, out LatheRecipePrototype? recipe)) continue; AddRecipe(recipe); } OnDatabaseUpdated?.Invoke(); } } }