* Recipe stuff. * Lathe GUI and stuff * god dammit * Lathe menu works, yay. * EventArgs henk * Some work * SS14 -> Robust * More SS14 -> Robust * Lathe materials * Lathe works, Lathe GUI, Queue GUI, etc too many changes to name them here * Remove materials button, add ViewVariables and update lathe on connect * Add Autolathe RSI * Adds new recipes, fixes a few bugs. * Remove unused ScrollContainers * Use same delegate for spawn. * Removes client-side LatheComponent in favor of BoundUserInterface * Remove GetMaterial and TryGetMaterial * Use auto-properties in a few places. * Adds LatheDatabase, and a bunch of other changes * Remove useless log. * Remove lathetype from prototypes. * Turns Storage, Lathe and Database into autoproperties * Remove Hacked property from LatheRecipePrototype * Remove unneeded dependency injection from components * Refactors LatheDatabaseComponent to use ComponentState * Refactors MaterialStorageComponent to use ComponentState * Oopsie * Another oopsie * Last oopsie, I hope * Fix missing Close call.
79 lines
2.1 KiB
C#
79 lines
2.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Content.Shared.Materials;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Research
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{
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public class SharedMaterialStorageComponent : Component, IEnumerable<KeyValuePair<string, int>>
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{
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[ViewVariables]
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protected virtual Dictionary<string, int> Storage { get; set; }
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public override string Name => "MaterialStorage";
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public sealed override uint? NetID => ContentNetIDs.MATERIAL_STORAGE;
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public sealed override Type StateType => typeof(MaterialStorageState);
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public int this[string ID]
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{
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get
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{
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if (!Storage.ContainsKey(ID))
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return 0;
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return Storage[ID];
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}
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}
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public int this[Material material]
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{
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get
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{
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var ID = material.ID;
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if (!Storage.ContainsKey(ID))
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return 0;
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return Storage[ID];
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}
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}
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/// <summary>
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/// The total volume of material stored currently.
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/// </summary>
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[ViewVariables] public int CurrentAmount
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{
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get
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{
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var value = 0;
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foreach (var amount in Storage.Values)
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{
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value += amount;
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}
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return value;
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}
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}
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public IEnumerator<KeyValuePair<string, int>> GetEnumerator()
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{
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return Storage.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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[NetSerializable, Serializable]
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public class MaterialStorageState : ComponentState
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{
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public readonly Dictionary<string, int> Storage;
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public MaterialStorageState(Dictionary<string, int> storage) : base(ContentNetIDs.MATERIAL_STORAGE)
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{
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Storage = storage;
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}
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}
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}
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