Files
tbd-station-14/Content.Server/GameObjects/Components/Research/LatheDatabaseComponent.cs
DrSmugleaf 1477cd4d0a Make component states dependant on the player getting them (#3280)
* Make component states dependant on the player getting them

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Updated submodule to v0.3.7.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Acruid <shatter66@gmail.com>
2021-02-18 00:09:07 -08:00

55 lines
1.5 KiB
C#

using Content.Shared.GameObjects.Components.Research;
using Content.Shared.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Research
{
[RegisterComponent]
[ComponentReference(typeof(SharedLatheDatabaseComponent))]
public class LatheDatabaseComponent : SharedLatheDatabaseComponent
{
/// <summary>
/// Whether new recipes can be added to this database or not.
/// </summary>
[ViewVariables]
public bool Static => _static;
private bool _static = false;
public override ComponentState GetComponentState(ICommonSession player)
{
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;
base.Clear();
Dirty();
}
public override void AddRecipe(LatheRecipePrototype recipe)
{
if (Static) return;
base.AddRecipe(recipe);
Dirty();
}
public override bool RemoveRecipe(LatheRecipePrototype recipe)
{
if (Static || !base.RemoveRecipe(recipe)) return false;
Dirty();
return true;
}
}
}