Files
tbd-station-14/Content.Shared/GameObjects/Components/Research/SharedProtolatheDatabaseComponent.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files.

* Use [NotNullWhen(true)]

* Undo adding now redundant !'s

* Forgot one

* Add a ton more nullable

* You can guess

* Fix some issues

* It actually compiles now

* Auto stash before merge of "null2" and "origin/master"

* I lied

* enable annotations -> enable

* Revert ActionBlockerSystem.cs to original

* Fix ActionBlockerSystem.cs

* More nullable

* Undo some added exclamation marks

* Fix issues

* Update Content.Shared/Maps/ContentTileDefinition.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Resolve some issues

* Remove unused method

* Fix more issues

* Fix more issues

* Fix more issues

* Fix more issues

* Fix issue, rollback SharedGhostComponent.cs

* Update submodule

* Fix issue, invert some if-statements to reduce nesting

* Revert RobustToolbox

* FIx things broken by merge

* Some fixes

- Replaced with string.Empty
- Remove some exclamation marks
- Revert file

* Some fixes

* Trivial #nullable enable

* Fix null ables

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-27 14:12:09 +11:00

75 lines
2.3 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Research
{
[ComponentReference(typeof(SharedLatheDatabaseComponent))]
public class SharedProtolatheDatabaseComponent : SharedLatheDatabaseComponent
{
public override string Name => "ProtolatheDatabase";
public sealed override uint? NetID => ContentNetIDs.PROTOLATHE_DATABASE;
private readonly List<LatheRecipePrototype> _protolatheRecipes = new();
/// <summary>
/// A full list of recipes this protolathe can print.
/// </summary>
public List<LatheRecipePrototype> ProtolatheRecipes => _protolatheRecipes;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"protolatherecipes",
new List<string>(),
recipes =>
{
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
foreach (var id in recipes)
{
if (prototypeManager.TryIndex(id, out LatheRecipePrototype? recipe))
{
_protolatheRecipes.Add(recipe);
}
}
},
GetProtolatheRecipeIdList);
}
/// <summary>
/// Returns a list of the allowed protolathe recipe IDs.
/// </summary>
/// <returns>A list of recipe IDs allowed</returns>
public List<string> GetProtolatheRecipeIdList()
{
var list = new List<string>();
foreach (var recipe in ProtolatheRecipes)
{
list.Add(recipe.ID);
}
return list;
}
}
[NetSerializable, Serializable]
public class ProtolatheDatabaseState : ComponentState
{
public readonly List<string> Recipes;
public ProtolatheDatabaseState(List<string> recipes) : base(ContentNetIDs.PROTOLATHE_DATABASE)
{
Recipes = recipes;
}
}
}