* Construction WiP * Construction kinda works! * Lots more construction work. * It mostly works!
87 lines
2.6 KiB
C#
87 lines
2.6 KiB
C#
using System.Collections.Generic;
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using Content.Server.Materials;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.Reflection;
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using SS14.Shared.Interfaces.Serialization;
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using SS14.Shared.IoC;
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using SS14.Shared.Prototypes;
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using SS14.Shared.Serialization;
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using SS14.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Materials
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{
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/// <summary>
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/// Component to store data such as "this object is made out of steel".
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/// This is not a storage system for say smelteries.
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/// </summary>
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public class MaterialComponent : Component
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{
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public const string SerializationCache = "mat";
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public override string Name => "Material";
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Dictionary<object, Material> MaterialTypes;
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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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// TODO: Writing.
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if (!serializer.Reading)
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{
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return;
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}
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if (serializer.TryGetCacheData(SerializationCache, out Dictionary<object, Material> cached))
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{
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MaterialTypes = cached.ShallowClone();
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return;
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}
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MaterialTypes = new Dictionary<object, Material>();
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if (serializer.TryReadDataField("materials", out List<MaterialDataEntry> list))
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{
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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int index = 0;
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foreach (var entry in list)
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{
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var proto = protoMan.Index<MaterialPrototype>(entry.Value);
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MaterialTypes[entry.Key] = proto.Material;
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index++;
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}
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}
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serializer.SetCacheData(SerializationCache, MaterialTypes.ShallowClone());
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}
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class MaterialDataEntry : IExposeData
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{
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public object Key;
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public string Value;
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public void ExposeData(ObjectSerializer serializer)
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{
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if (!serializer.Reading)
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{
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return;
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}
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var refl = IoCManager.Resolve<IReflectionManager>();
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Value = serializer.ReadDataField<string>("mat");
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var key = serializer.ReadDataField<string>("key");
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if (refl.TryParseEnumReference(key, out var @enum))
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{
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Key = @enum;
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return;
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}
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Key = key;
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}
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}
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}
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public enum MaterialKeys
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{
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Stack,
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}
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}
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