Files
tbd-station-14/Content.Shared/GameObjects/Components/Research/SharedTechnologyDatabaseComponent.cs
2019-09-06 15:25:07 +02:00

125 lines
4.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Content.Shared.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Research
{
public class SharedTechnologyDatabaseComponent : Component, IEnumerable<TechnologyPrototype>
{
public override string Name => "TechnologyDatabase";
public override uint? NetID => ContentNetIDs.TECHNOLOGY_DATABASE;
public override Type StateType => typeof(TechnologyDatabaseState);
protected List<TechnologyPrototype> _technologies = new List<TechnologyPrototype>();
/// <summary>
/// A read-only list of unlocked technologies.
/// </summary>
public IReadOnlyList<TechnologyPrototype> Technologies => _technologies;
public IEnumerator<TechnologyPrototype> GetEnumerator()
{
return Technologies.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
/// <summary>
/// Returns a list with the IDs of all unlocked technologies.
/// </summary>
/// <returns>A list of technology IDs</returns>
public List<string> GetTechnologyIdList()
{
List<string> techIds = new List<string>();
foreach (var tech in _technologies)
{
techIds.Add(tech.ID);
}
return techIds;
}
/// <summary>
/// Returns whether a technology is unlocked on this database or not.
/// </summary>
/// <param name="technology">The technology to be checked</param>
/// <returns>Whether it is unlocked or not</returns>
public bool IsTechnologyUnlocked(TechnologyPrototype technology)
{
return _technologies.Contains(technology);
}
/// <summary>
/// Returns whether a technology can be unlocked on this database,
/// taking parent technologies into account.
/// </summary>
/// <param name="technology">The technology to be checked</param>
/// <returns>Whether it could be unlocked or not</returns>
public bool CanUnlockTechnology(TechnologyPrototype technology)
{
if (technology == null || IsTechnologyUnlocked(technology)) return false;
var protoMan = IoCManager.Resolve<IPrototypeManager>();
foreach (var technologyId in technology.RequiredTechnologies)
{
protoMan.TryIndex(technologyId, out TechnologyPrototype requiredTechnology);
if (requiredTechnology == null)
return false;
if (!IsTechnologyUnlocked(requiredTechnology))
return false;
}
return true;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
if (serializer.Reading)
{
var techs = serializer.ReadDataField("technologies", new List<string>());
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
foreach (var id in techs)
{
if (!prototypeManager.TryIndex(id, out TechnologyPrototype tech)) continue;
_technologies.Add(tech);
}
} else if (serializer.Writing)
{
var techs = GetTechnologyIdList();
serializer.DataField(ref techs, "technologies", new List<string>());
}
}
}
[Serializable, NetSerializable]
public class TechnologyDatabaseState : ComponentState
{
public List<string> Technologies;
public TechnologyDatabaseState(List<string> technologies) : base(ContentNetIDs.TECHNOLOGY_DATABASE)
{
Technologies = technologies;
}
public TechnologyDatabaseState(List<TechnologyPrototype> technologies) : base(ContentNetIDs.TECHNOLOGY_DATABASE)
{
Technologies = new List<string>();
foreach (var technology in technologies)
{
Technologies.Add(technology.ID);
}
}
}
}