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]
public class TechnologyDatabaseComponent : SharedTechnologyDatabaseComponent
{
///
/// Event called when the database is updated.
///
public event Action OnDatabaseUpdated;
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not TechnologyDatabaseState state) return;
_technologies.Clear();
var protoManager = IoCManager.Resolve();
foreach (var techID in state.Technologies)
{
if (!protoManager.TryIndex(techID, out TechnologyPrototype technology)) continue;
_technologies.Add(technology);
}
OnDatabaseUpdated?.Invoke();
}
}
}