Files
tbd-station-14/Content.Server/GameObjects/Components/Research/ResearchConsoleComponent.cs
Víctor Aguilera Puerto ba8b495ec0 Adds Research, unlockable technologies, Protolathes... (#264)
* Work on Research so far
More work on UI...
Fix ResearchClient and Protolathe UI stuff.
Fix infinite select -> request state -> select -> ... loop
Add UI to ResearchClient, etc.
Technology Database states, and a bit of work on the research console ui
A bit of work on Research Console UI
Protolathe sync
Stuff that actually does things
Protolathe databases yay
Alright got my motivation back
Yeah, no. It's almost 3 AM already
Fix serialization bug again
More work on stuff
Stuff
Adds files for most new components/systems.

* Protolathes actually work now

* Research. Just Research.

* Adds icons from Eris.

* Address reviews

* Change LatheMenu resize behaviour

* Update Content.Client/GameObjects/Components/Research/ResearchConsoleBoundUserInterface.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/Research/ResearchConsoleMenu.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Move IoC Resolve out of for loop

* Address review

* Localize stuff
2019-09-03 22:51:19 +02:00

95 lines
3.5 KiB
C#

using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Research;
using Content.Shared.Research;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.UserInterface;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
namespace Content.Server.GameObjects.Components.Research
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class ResearchConsoleComponent : SharedResearchConsoleComponent, IActivate
{
private BoundUserInterface _userInterface;
private ResearchClientComponent _client;
public override void Initialize()
{
base.Initialize();
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>().GetBoundUserInterface(ResearchConsoleUiKey.Key);
_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
_client = Owner.GetComponent<ResearchClientComponent>();
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
{
if (!Owner.TryGetComponent(out TechnologyDatabaseComponent database)) return;
switch (message.Message)
{
case ConsoleUnlockTechnologyMessage msg:
var protoMan = IoCManager.Resolve<IPrototypeManager>();
if (!protoMan.TryIndex(msg.Id, out TechnologyPrototype tech)) break;
if(!_client.Server.CanUnlockTechnology(tech)) break;
if (_client.Server.UnlockTechnology(tech))
{
database.SyncWithServer();
database.Dirty();
UpdateUserInterface();
}
break;
case ConsoleServerSyncMessage msg:
database.SyncWithServer();
UpdateUserInterface();
break;
case ConsoleServerSelectionMessage msg:
if (!Owner.TryGetComponent(out ResearchClientComponent client)) break;
client.OpenUserInterface(message.Session);
break;
}
}
/// <summary>
/// Method to update the user interface on the clients.
/// </summary>
public void UpdateUserInterface()
{
_userInterface.SetState(GetNewUiState());
}
private ResearchConsoleBoundInterfaceState GetNewUiState()
{
var points = _client.ConnectedToServer ? _client.Server.Point : 0;
var pointsPerSecond = _client.ConnectedToServer ? _client.Server.PointsPerSecond : 0;
return new ResearchConsoleBoundInterfaceState(points, pointsPerSecond);
}
/// <summary>
/// Open the user interface on a certain player session.
/// </summary>
/// <param name="session">Session where the UI will be shown</param>
public void OpenUserInterface(IPlayerSession session)
{
_userInterface.Open(session);
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
return;
OpenUserInterface(actor.playerSession);
return;
}
}
}