Files
tbd-station-14/Content.Shared/Lathe/SharedProtolatheDatabaseComponent.cs
Acruid 59e5cc5e3c Remove Static Component NetIds (#4247)
* Remove the unnecessary NetID property from ComponentState.

* Remove Component.NetworkSynchronizeExistence.

* Removed Component.NetID.

* Adds component netID automatic generation.

* Removed NetIdAttribute from serverside components with no corresponding clientside registration.

* Completely remove static NetIds.

* Renamed NetIDAttribute to NetworkedComponentAttribute.

* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.

* Component changes when rebasing that I am too lazy to rewrite into the branch.

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-07-12 10:32:10 +02:00

49 lines
1.4 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Research.Prototypes;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Lathe
{
[ComponentReference(typeof(SharedLatheDatabaseComponent))]
[NetworkedComponent()]
public class SharedProtolatheDatabaseComponent : SharedLatheDatabaseComponent, ISerializationHooks
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override string Name => "ProtolatheDatabase";
[DataField("protolatherecipes")] private List<string> _recipeIds = new();
/// <summary>
/// A full list of recipes this protolathe can print.
/// </summary>
public IEnumerable<LatheRecipePrototype> ProtolatheRecipes
{
get
{
foreach (var id in _recipeIds)
{
yield return _prototypeManager.Index<LatheRecipePrototype>(id);
}
}
}
}
[NetSerializable, Serializable]
public class ProtolatheDatabaseState : ComponentState
{
public readonly List<string> Recipes;
public ProtolatheDatabaseState(List<string> recipes)
{
Recipes = recipes;
}
}
}