* 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.
84 lines
2.7 KiB
C#
84 lines
2.7 KiB
C#
using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Research;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Network;
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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 MaterialStorageComponent : SharedMaterialStorageComponent
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{
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protected override Dictionary<string, int> Storage { get; set; } = new Dictionary<string, int>();
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/// <summary>
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/// How much material the storage can store in total.
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/// </summary>
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public int StorageLimit => _storageLimit;
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private int _storageLimit;
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public override ComponentState GetComponentState()
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{
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return new MaterialStorageState(Storage);
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}
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/// <summary>
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/// Checks if the storage can take a volume of material without surpassing its own limits.
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/// </summary>
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/// <param name="amount">The volume of material</param>
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/// <returns></returns>
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public bool CanTakeAmount(int amount)
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{
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return CurrentAmount + amount <= StorageLimit;
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}
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/// <summary>
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/// Checks if it can insert a material.
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/// </summary>
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/// <param name="ID">Material ID</param>
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/// <param name="amount">How much to insert</param>
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/// <returns>Whether it can insert the material or not.</returns>
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public bool CanInsertMaterial(string ID, int amount)
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{
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return (CanTakeAmount(amount) || StorageLimit < 0) && (!Storage.ContainsKey(ID) || Storage[ID] + amount >= 0);
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}
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/// <summary>
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/// Inserts material into the storage.
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/// </summary>
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/// <param name="ID">Material ID</param>
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/// <param name="amount">How much to insert</param>
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/// <returns>Whether it inserted it or not.</returns>
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public bool InsertMaterial(string ID, int amount)
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{
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if (!CanInsertMaterial(ID, amount)) return false;
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if (!Storage.ContainsKey(ID))
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Storage.Add(ID, 0);
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Storage[ID] += amount;
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Dirty();
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return true;
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}
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/// <summary>
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/// Removes material from the storage.
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/// </summary>
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/// <param name="ID">Material ID</param>
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/// <param name="amount">How much to remove</param>
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/// <returns>Whether it removed it or not.</returns>
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public bool RemoveMaterial(string ID, int amount)
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{
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return InsertMaterial(ID, -amount);
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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 _storageLimit, "StorageLimit", -1);
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}
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}
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}
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