using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Research;
using Content.Shared.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Research
{
public class LatheDatabaseComponent : SharedLatheDatabaseComponent
{
///
/// Whether new recipes can be added to this database or not.
///
public bool Static => _static;
private bool _static = false;
public override ComponentState GetComponentState()
{
return new LatheDatabaseState(GetRecipeIdList());
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _static, "static", false);
}
public override void Clear()
{
if (Static) return;
Dirty();
}
public override void AddRecipe(LatheRecipePrototype recipe)
{
if (Static) return;
Dirty();
}
public override bool RemoveRecipe(LatheRecipePrototype recipe)
{
if (Static || !base.RemoveRecipe(recipe)) return false;
Dirty();
return true;
}
private List GetRecipeIdList()
{
var list = new List();
foreach (var recipe in this)
{
list.Add(recipe.ID);
}
return list;
}
}
}