* Fixed ResearchPointSourceComponent properties * ResearchPointSourceComponent requires power * ResearchServerComponent requires power
54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using Content.Server.GameObjects.Components.Power;
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Research
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class ResearchPointSourceComponent : ResearchClientComponent
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{
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public override string Name => "ResearchPointSource";
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private int _pointsPerSecond;
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private bool _active;
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private PowerDeviceComponent _powerDevice;
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[ViewVariables]
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public int PointsPerSecond
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{
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get => _pointsPerSecond;
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set => _pointsPerSecond = value;
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}
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[ViewVariables]
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public bool Active
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{
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get => _active;
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set => _active = value;
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}
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/// <summary>
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/// Whether this can be used to produce research points.
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/// </summary>
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/// <remarks>If no <see cref="PowerDeviceComponent"/> is found, it's assumed power is not required.</remarks>
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public bool CanProduce => Active && (_powerDevice is null || _powerDevice.Powered);
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public override void Initialize()
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{
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base.Initialize();
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Owner.TryGetComponent(out _powerDevice);
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _pointsPerSecond, "pointspersecond", 0);
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serializer.DataField(ref _active, "active", false);
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}
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}
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}
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