* 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
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects;
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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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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Research
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedLatheDatabaseComponent))]
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public class ProtolatheDatabaseComponent : SharedProtolatheDatabaseComponent
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{
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public override string Name => "ProtolatheDatabase";
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public override ComponentState GetComponentState()
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{
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return new ProtolatheDatabaseState(GetRecipeIdList());
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}
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/// <summary>
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/// Adds unlocked recipes from technologies to the database.
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/// </summary>
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public void Sync()
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{
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if (!Owner.TryGetComponent(out TechnologyDatabaseComponent database)) return;
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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foreach (var technology in database.Technologies)
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{
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foreach (var id in technology.UnlockedRecipes)
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{
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var recipe = (LatheRecipePrototype)prototypeManager.Index(typeof(LatheRecipePrototype), id);
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UnlockRecipe(recipe);
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}
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}
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Dirty();
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}
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/// <summary>
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/// Unlocks a recipe but only if it's one of the allowed recipes on this protolathe.
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/// </summary>
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/// <param name="recipe">The recipe</param>
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/// <returns>Whether it could add it or not.</returns>
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public bool UnlockRecipe(LatheRecipePrototype recipe)
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{
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if (!ProtolatheRecipes.Contains(recipe)) return false;
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AddRecipe(recipe);
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return true;
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}
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}
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}
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