using System.Linq;
using Content.Shared.GameObjects.Components.Research;
using Content.Shared.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
namespace Content.Server.GameObjects.Components.Research
{
[RegisterComponent]
[ComponentReference(typeof(SharedLatheDatabaseComponent))]
public class ProtolatheDatabaseComponent : SharedProtolatheDatabaseComponent
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override string Name => "ProtolatheDatabase";
public override ComponentState GetComponentState(ICommonSession player)
{
return new ProtolatheDatabaseState(GetRecipeIdList());
}
///
/// Adds unlocked recipes from technologies to the database.
///
public void Sync()
{
if (!Owner.TryGetComponent(out TechnologyDatabaseComponent? database)) return;
foreach (var technology in database.Technologies)
{
foreach (var id in technology.UnlockedRecipes)
{
var recipe = (LatheRecipePrototype) _prototypeManager.Index(typeof(LatheRecipePrototype), id);
UnlockRecipe(recipe);
}
}
Dirty();
}
///
/// Unlocks a recipe but only if it's one of the allowed recipes on this protolathe.
///
/// The recipe
/// Whether it could add it or not.
public bool UnlockRecipe(LatheRecipePrototype recipe)
{
if (!ProtolatheRecipes.Contains(recipe)) return false;
AddRecipe(recipe);
return true;
}
}
}