* Instrument test. * Midi stuff * Some more work * This actually works now! * update * Midi Audio works! * Lots of stuff, and cool interfaces for items * Update * Fix a few things * It just works * Move textures to another folder, remove placeholder description from instruments * Fix warning * Use renderer enum * Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo. * Fix incorrect sprite paths * Instruments take midi file size check into account when enabling/disabling midi playback buttons * Fix crash when pressing drop on empty hand. * Use new renderer return values for midi/input * Xylophones are no longer handheld instruments, fix their sprites. * Use new API * Remove nfluidsynth from solution * Timing information * Use IGameTiming.CurTime for timestamps instead
75 lines
2.5 KiB
C#
75 lines
2.5 KiB
C#
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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namespace Content.Server.GameObjects.Components.Research
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{
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[RegisterComponent]
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public class TechnologyDatabaseComponent : SharedTechnologyDatabaseComponent
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{
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public override ComponentState GetComponentState()
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{
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return new TechnologyDatabaseState(_technologies);
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}
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/// <summary>
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/// Synchronizes this database against other,
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/// adding all technologies from the other that
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/// this one doesn't have.
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/// </summary>
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/// <param name="otherDatabase">The other database</param>
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/// <param name="twoway">Whether the other database should be synced against this one too or not.</param>
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public void Sync(TechnologyDatabaseComponent otherDatabase, bool twoway = true)
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{
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foreach (var tech in otherDatabase.Technologies)
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{
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if (!IsTechnologyUnlocked(tech)) AddTechnology(tech);
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}
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if(twoway)
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otherDatabase.Sync(this, false);
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Dirty();
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}
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/// <summary>
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/// If there's a research client component attached to the owner entity,
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/// and the research client is connected to a research server, this method
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/// syncs against the research server, and the server against the local database.
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/// </summary>
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/// <returns>Whether it could sync or not</returns>
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public bool SyncWithServer()
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{
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if (!Owner.TryGetComponent(out ResearchClientComponent client)) return false;
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if (!client.ConnectedToServer) return false;
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Sync(client.Server.Database);
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return true;
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}
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/// <summary>
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/// If possible, unlocks a technology on this database.
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/// </summary>
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/// <param name="technology"></param>
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/// <returns></returns>
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public bool UnlockTechnology(TechnologyPrototype technology)
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{
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if (!CanUnlockTechnology(technology)) return false;
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AddTechnology(technology);
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Dirty();
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return true;
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}
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/// <summary>
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/// Adds a technology to the database without checking if it could be unlocked.
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/// </summary>
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/// <param name="technology"></param>
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public void AddTechnology(TechnologyPrototype technology)
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{
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_technologies.Add(technology);
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}
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}
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}
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