* clean up a bunch of R&D code * don't store components * brug * speedrun some sloth review * technology disks * expand functionality, begin work on printer * disk printer ui * file * fix the rebase * disk console is finito * Update DiskConsoleSystem.cs
76 lines
2.9 KiB
C#
76 lines
2.9 KiB
C#
using Content.Shared.Research.Components;
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using Content.Shared.Research.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Research.Systems;
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public abstract class SharedResearchSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TechnologyDatabaseComponent, ComponentGetState>(OnTechnologyGetState);
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SubscribeLocalEvent<TechnologyDatabaseComponent, ComponentHandleState>(OnTechnologyHandleState);
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}
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private void OnTechnologyHandleState(EntityUid uid, TechnologyDatabaseComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not TechnologyDatabaseState state)
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return;
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component.TechnologyIds = new (state.Technologies);
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component.RecipeIds = new(state.Recipes);
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}
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private void OnTechnologyGetState(EntityUid uid, TechnologyDatabaseComponent component, ref ComponentGetState args)
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{
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args.State = new TechnologyDatabaseState(component.TechnologyIds, component.RecipeIds);
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}
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/// <summary>
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/// Returns whether a technology is unlocked on this database or not.
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/// </summary>
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/// <returns>Whether it is unlocked or not</returns>
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public bool IsTechnologyUnlocked(EntityUid uid, string technologyId, TechnologyDatabaseComponent? component = null)
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{
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return Resolve(uid, ref component) && component.TechnologyIds.Contains(technologyId);
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}
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/// <summary>
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/// Returns whether a technology is unlocked on this database or not.
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/// </summary>
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/// <returns>Whether it is unlocked or not</returns>
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public bool IsTechnologyUnlocked(EntityUid uid, TechnologyPrototype technologyId, TechnologyDatabaseComponent? component = null)
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{
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return Resolve(uid, ref component) && IsTechnologyUnlocked(uid, technologyId.ID, component);
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}
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/// <summary>
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/// Returns whether a technology can be unlocked on this database,
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/// taking parent technologies into account.
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/// </summary>
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/// <returns>Whether it could be unlocked or not</returns>
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public bool CanUnlockTechnology(EntityUid uid, TechnologyPrototype technology, TechnologyDatabaseComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (IsTechnologyUnlocked(uid, technology.ID, component))
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return false;
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foreach (var technologyId in technology.RequiredTechnologies)
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{
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_prototypeManager.TryIndex(technologyId, out TechnologyPrototype? requiredTechnology);
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if (requiredTechnology == null)
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return false;
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if (!IsTechnologyUnlocked(uid, requiredTechnology.ID, component))
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return false;
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}
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return true;
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}
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}
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