* Recipe stuff. * Lathe GUI and stuff * god dammit * Lathe menu works, yay. * EventArgs henk * Some work * SS14 -> Robust * More SS14 -> Robust * Lathe materials * Lathe works, Lathe GUI, Queue GUI, etc too many changes to name them here * Remove materials button, add ViewVariables and update lathe on connect * Add Autolathe RSI * Adds new recipes, fixes a few bugs. * Remove unused ScrollContainers * Use same delegate for spawn. * Removes client-side LatheComponent in favor of BoundUserInterface * Remove GetMaterial and TryGetMaterial * Use auto-properties in a few places. * Adds LatheDatabase, and a bunch of other changes * Remove useless log. * Remove lathetype from prototypes. * Turns Storage, Lathe and Database into autoproperties * Remove Hacked property from LatheRecipePrototype * Remove unneeded dependency injection from components * Refactors LatheDatabaseComponent to use ComponentState * Refactors MaterialStorageComponent to use ComponentState * Oopsie * Another oopsie * Last oopsie, I hope * Fix missing Close call.
88 lines
2.7 KiB
C#
88 lines
2.7 KiB
C#
using System.Collections.Generic;
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using Content.Shared.Materials;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.GameObjects.Components.Materials
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{
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/// <summary>
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/// Component to store data such as "this object is made out of steel".
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/// This is not a storage system for say smelteries.
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/// </summary>
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public class MaterialComponent : Component
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{
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public const string SerializationCache = "mat";
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public override string Name => "Material";
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public Dictionary<object, Material> MaterialTypes => _materialTypes;
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private Dictionary<object, Material> _materialTypes;
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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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// TODO: Writing.
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if (!serializer.Reading)
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{
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return;
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}
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if (serializer.TryGetCacheData(SerializationCache, out Dictionary<object, Material> cached))
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{
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_materialTypes = cached.ShallowClone();
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return;
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}
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_materialTypes = new Dictionary<object, Material>();
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if (serializer.TryReadDataField("materials", out List<MaterialDataEntry> list))
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{
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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int index = 0;
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foreach (var entry in list)
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{
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var proto = protoMan.Index<MaterialPrototype>(entry.Value);
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_materialTypes[entry.Key] = proto.Material;
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index++;
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}
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}
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serializer.SetCacheData(SerializationCache, _materialTypes.ShallowClone());
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}
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class MaterialDataEntry : IExposeData
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{
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public object Key;
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public string Value;
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public void ExposeData(ObjectSerializer serializer)
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{
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if (!serializer.Reading)
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{
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return;
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}
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var refl = IoCManager.Resolve<IReflectionManager>();
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Value = serializer.ReadDataField<string>("mat");
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var key = serializer.ReadDataField<string>("key");
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if (refl.TryParseEnumReference(key, out var @enum))
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{
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Key = @enum;
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return;
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}
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Key = key;
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}
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}
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}
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public enum MaterialKeys
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{
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Stack,
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}
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}
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