* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
165 lines
5.5 KiB
C#
165 lines
5.5 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Research;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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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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public class ResearchServerComponent : Component
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{
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public static int ServerCount = 0;
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public override string Name => "ResearchServer";
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[ViewVariables(VVAccess.ReadWrite)] public string ServerName => _serverName;
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[DataField("servername")]
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private string _serverName = "RDSERVER";
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private float _timer = 0f;
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public TechnologyDatabaseComponent Database { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)] [DataField("points")] private int _points = 0;
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[ViewVariables(VVAccess.ReadOnly)] public int Id { get; private set; }
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// You could optimize research by keeping a list of unlocked recipes too.
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[ViewVariables(VVAccess.ReadOnly)]
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public IReadOnlyList<TechnologyPrototype> UnlockedTechnologies => Database.Technologies;
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[ViewVariables(VVAccess.ReadOnly)]
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public List<ResearchPointSourceComponent> PointSources { get; } = new();
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[ViewVariables(VVAccess.ReadOnly)]
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public List<ResearchClientComponent> Clients { get; } = new();
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public int Point => _points;
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/// <summary>
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/// How many points per second this R&D server gets.
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/// The value is calculated from all point sources connected to it.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public int PointsPerSecond
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{
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// This could be changed to PointsPerMinute quite easily for optimization.
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get
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{
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var points = 0;
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if (CanRun)
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{
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foreach (var source in PointSources)
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{
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if (source.CanProduce) points += source.PointsPerSecond;
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}
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}
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return points;
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}
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}
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/// <remarks>If no <see cref="PowerReceiverComponent"/> is found, it's assumed power is not required.</remarks>
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[ViewVariables]
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public bool CanRun => _powerReceiver is null || _powerReceiver.Powered;
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private PowerReceiverComponent _powerReceiver;
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public override void Initialize()
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{
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base.Initialize();
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Id = ServerCount++;
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EntitySystem.Get<ResearchSystem>()?.RegisterServer(this);
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Database = Owner.EnsureComponent<TechnologyDatabaseComponent>();
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Owner.TryGetComponent(out _powerReceiver);
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}
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/// <inheritdoc />
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protected override void Shutdown()
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{
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base.Shutdown();
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EntitySystem.Get<ResearchSystem>()?.UnregisterServer(this);
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}
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public bool CanUnlockTechnology(TechnologyPrototype technology)
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{
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if (!Database.CanUnlockTechnology(technology) || _points < technology.RequiredPoints ||
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Database.IsTechnologyUnlocked(technology)) return false;
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return true;
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}
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/// <summary>
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/// Unlocks a technology, but only if there are enough research points for it.
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/// If there are, it subtracts the amount of points from the total.
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/// </summary>
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/// <param name="technology"></param>
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/// <returns></returns>
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public bool UnlockTechnology(TechnologyPrototype technology)
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{
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if (!CanUnlockTechnology(technology)) return false;
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var result = Database.UnlockTechnology(technology);
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if (result)
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_points -= technology.RequiredPoints;
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return result;
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}
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/// <summary>
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/// Check whether a technology is unlocked or not.
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/// </summary>
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/// <param name="technology"></param>
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/// <returns></returns>
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public bool IsTechnologyUnlocked(TechnologyPrototype technology)
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{
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return Database.IsTechnologyUnlocked(technology);
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}
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/// <summary>
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/// Registers a remote client on this research server.
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/// </summary>
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/// <param name="client"></param>
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/// <returns></returns>
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public bool RegisterClient(ResearchClientComponent client)
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{
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if (client is ResearchPointSourceComponent source)
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{
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if (PointSources.Contains(source)) return false;
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PointSources.Add(source);
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source.Server = this;
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return true;
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}
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if (Clients.Contains(client)) return false;
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Clients.Add(client);
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client.Server = this;
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return true;
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}
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/// <summary>
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/// Unregisters a remote client from this server.
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/// </summary>
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/// <param name="client"></param>
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public void UnregisterClient(ResearchClientComponent client)
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{
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if (client is ResearchPointSourceComponent source)
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{
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PointSources.Remove(source);
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return;
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}
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Clients.Remove(client);
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}
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public void Update(float frameTime)
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{
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if (!CanRun) return;
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_timer += frameTime;
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if (_timer < 1f) return;
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_timer = 0f;
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_points += PointsPerSecond;
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}
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}
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}
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