* Now the name of the target craft items is taken directly from the prototypes * Deleting unnecessary fields * Deleting unnecessary fields * Added suffix field * Added override via localization keys * My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView * Fix suffix * Fix construction ghosts... maybe * Remove suffix from UI * Suffixes have been removed from prototypes * Added a description for the secret door * Fix search..? * The Icon field of ConstructionPrototype has been removed * StackPrototypes used in the construction menu have been localized * TagConstructionGraphStep used in the construction menu have been localized * The search bar has been localized * Fix localization and prototypes * Recipes are now only loaded when the crafting window is opened. * Fix crooked merge grid of the crafting menu. * Localization update * Fix cyborg graph * Revert "Recipes are now only loaded when the crafting window is opened." This reverts commit 97749483542c2d6272bda16edf49612c69a0761a. * Fix loc * fix merge * Fix upstream * Some of the logic has been moved to Shared * fix * Small adjustments * Very small change --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
77 lines
3.0 KiB
C#
77 lines
3.0 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Construction.NodeEntities;
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using Content.Shared.Construction.Serialization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Construction
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{
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[Serializable]
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[DataDefinition]
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public sealed partial class ConstructionGraphNode
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{
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[DataField("actions", serverOnly: true)]
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private IGraphAction[] _actions = Array.Empty<IGraphAction>();
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[DataField("edges")]
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private ConstructionGraphEdge[] _edges = Array.Empty<ConstructionGraphEdge>();
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[DataField("node", required: true)]
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public string Name { get; private set; } = default!;
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[ViewVariables]
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public IReadOnlyList<ConstructionGraphEdge> Edges => _edges;
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[ViewVariables]
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public IReadOnlyList<IGraphAction> Actions => _actions;
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[DataField("transform")]
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public IGraphTransform[] TransformLogic = Array.Empty<IGraphTransform>();
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[DataField("entity", customTypeSerializer: typeof(GraphNodeEntitySerializer))]
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public IGraphNodeEntity Entity { get; private set; } = new NullNodeEntity();
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/// <summary>
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/// Ignore requests to change the entity if the entity's current prototype inherits from specified replacement
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/// </summary>
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/// <remarks>
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/// When this bool is true and a construction node specifies that the current entity should be replaced with a new entity, if the
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/// current entity has an entity prototype which inherits from the replacement entity prototype, entity replacement will not occur.
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/// E.g., if an entity with the 'AirlockCommand' prototype was to be replaced with a new entity that had the 'Airlock' prototype,
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/// and 'DoNotReplaceInheritingEntities' was true, the entity would not be replaced because 'AirlockCommand' is derived from 'Airlock'
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/// This will largely be used for construction graphs which have removeable upgrades, such as hacking protections for airlocks,
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/// so that the upgrades can be removed and you can return to the last primary construction step without replacing the entity
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/// </remarks>
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[DataField("doNotReplaceInheritingEntities")]
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public bool DoNotReplaceInheritingEntities = false;
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public ConstructionGraphEdge? GetEdge(string target)
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{
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foreach (var edge in _edges)
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{
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if (edge.Target == target)
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return edge;
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}
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return null;
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}
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public int? GetEdgeIndex(string target)
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{
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for (var i = 0; i < _edges.Length; i++)
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{
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var edge = _edges[i];
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if (edge.Target == target)
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return i;
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}
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return null;
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}
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public bool TryGetEdge(string target, [NotNullWhen(true)] out ConstructionGraphEdge? edge)
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{
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return (edge = GetEdge(target)) != null;
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}
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}
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}
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