* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Construction
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{
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public class MaterialConstructionGraphStep : EntityInsertConstructionGraphStep
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{
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// TODO: Make this use the material system.
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// TODO TODO: Make the material system not shit.
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public StackType Material { get; private set; }
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public int Amount { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Material, "material", StackType.Metal);
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serializer.DataField(this, x => x.Amount, "amount", 1);
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}
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public override void DoExamine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString("Next, add [color=yellow]{0}x[/color] [color=cyan]{1}[/color].", Amount, Material));
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}
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public override bool EntityValid(IEntity entity)
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{
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return entity.TryGetComponent(out SharedStackComponent? stack) && stack.StackType.Equals(Material);
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}
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public bool EntityValid(IEntity entity, [NotNullWhen(true)] out SharedStackComponent? stack)
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{
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if(entity.TryGetComponent(out SharedStackComponent? otherStack) && otherStack.StackType.Equals(Material))
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stack = otherStack;
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else
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stack = null;
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return stack != null;
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}
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}
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}
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