* Recipe stuff. * Lathe GUI and stuff * god dammit * Lathe menu works, yay. * EventArgs henk * Some work * SS14 -> Robust * More SS14 -> Robust * Lathe materials * Lathe works, Lathe GUI, Queue GUI, etc too many changes to name them here * Remove materials button, add ViewVariables and update lathe on connect * Add Autolathe RSI * Adds new recipes, fixes a few bugs. * Remove unused ScrollContainers * Use same delegate for spawn. * Removes client-side LatheComponent in favor of BoundUserInterface * Remove GetMaterial and TryGetMaterial * Use auto-properties in a few places. * Adds LatheDatabase, and a bunch of other changes * Remove useless log. * Remove lathetype from prototypes. * Turns Storage, Lathe and Database into autoproperties * Remove Hacked property from LatheRecipePrototype * Remove unneeded dependency injection from components * Refactors LatheDatabaseComponent to use ComponentState * Refactors MaterialStorageComponent to use ComponentState * Oopsie * Another oopsie * Last oopsie, I hope * Fix missing Close call.
61 lines
1.5 KiB
C#
61 lines
1.5 KiB
C#
using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Research;
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using Content.Shared.Research;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Research
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{
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public class LatheDatabaseComponent : SharedLatheDatabaseComponent
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{
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/// <summary>
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/// Whether new recipes can be added to this database or not.
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/// </summary>
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public bool Static => _static;
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private bool _static = false;
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public override ComponentState GetComponentState()
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{
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return new LatheDatabaseState(GetRecipeIdList());
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _static, "static", false);
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}
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public override void Clear()
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{
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if (Static) return;
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Dirty();
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}
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public override void AddRecipe(LatheRecipePrototype recipe)
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{
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if (Static) return;
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Dirty();
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}
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public override bool RemoveRecipe(LatheRecipePrototype recipe)
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{
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if (Static || !base.RemoveRecipe(recipe)) return false;
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Dirty();
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return true;
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}
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private List<string> GetRecipeIdList()
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{
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var list = new List<string>();
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foreach (var recipe in this)
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{
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list.Add(recipe.ID);
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}
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return list;
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}
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}
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}
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