* lathe and material storage refactor * materialStorage ECS it kinda sus tho * beginning the lathe shitcode dive * couple lathe visuals and lathe system * lathe changes and such * dynamic lathe databases * rewrote internal logic on to ui * da newI * material display clientside * misc ui changes * component state handling and various other things * moar * Update Content.Shared/Lathe/LatheComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * first volley of sloth review * more fixes * losin' my mind * all da changes * test fix and other review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
using Content.Shared.Materials;
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using Content.Shared.Research.Prototypes;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Lathe;
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/// <summary>
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/// This handles...
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/// </summary>
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public abstract class SharedLatheSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedMaterialStorageSystem _materialStorage = default!;
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[PublicAPI]
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public bool CanProduce(EntityUid uid, string recipe, int amount = 1, LatheComponent? component = null)
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{
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return _proto.TryIndex<LatheRecipePrototype>(recipe, out var proto) && CanProduce(uid, proto, amount, component);
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}
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public bool CanProduce(EntityUid uid, LatheRecipePrototype recipe, int amount = 1, LatheComponent? 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 (!HasRecipe(uid, recipe, component))
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return false;
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foreach (var (material, needed) in recipe.RequiredMaterials)
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{
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if (_materialStorage.GetMaterialAmount(component.Owner, material) < (amount * needed))
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return false;
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}
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return true;
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}
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protected abstract bool HasRecipe(EntityUid uid, LatheRecipePrototype recipe, LatheComponent component);
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}
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