* 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.
101 lines
3.5 KiB
C#
101 lines
3.5 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Shared.GameObjects.Components.Research;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Utility;
|
|
using YamlDotNet.RepresentationModel;
|
|
|
|
namespace Content.Shared.Research
|
|
{
|
|
[NetSerializable, Serializable, Prototype("latheRecipe")]
|
|
public class LatheRecipePrototype : IPrototype, IIndexedPrototype
|
|
{
|
|
private string _name;
|
|
private string _id;
|
|
private SpriteSpecifier _icon;
|
|
private string _description;
|
|
private string _result;
|
|
private int _completeTime;
|
|
private Dictionary<string, int> _requiredMaterials;
|
|
|
|
public string ID => _id;
|
|
|
|
/// <summary>
|
|
/// Name displayed in the lathe GUI.
|
|
/// </summary>
|
|
public string Name
|
|
{
|
|
get
|
|
{
|
|
if (_name.Trim().Length != 0) return _name;
|
|
var protoMan = IoCManager.Resolve<IPrototypeManager>();
|
|
if (protoMan == null) return _description;
|
|
protoMan.TryIndex(_result, out EntityPrototype prototype);
|
|
if (prototype?.Name != null)
|
|
_name = prototype.Name;
|
|
return _name;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Short description displayed in the lathe GUI.
|
|
/// </summary>
|
|
public string Description
|
|
{
|
|
get
|
|
{
|
|
if (_description.Trim().Length != 0) return _description;
|
|
var protoMan = IoCManager.Resolve<IPrototypeManager>();
|
|
if (protoMan == null) return _description;
|
|
protoMan.TryIndex(_result, out EntityPrototype prototype);
|
|
if (prototype?.Description != null)
|
|
_description = prototype.Description;
|
|
return _description;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Texture path used in the lathe GUI.
|
|
/// </summary>
|
|
public SpriteSpecifier Icon => _icon;
|
|
|
|
/// <summary>
|
|
/// The prototype name of the resulting entity when the recipe is printed.
|
|
/// </summary>
|
|
public string Result => _result;
|
|
|
|
/// <summary>
|
|
/// The materials required to produce this recipe.
|
|
/// Takes a material ID as string.
|
|
/// </summary>
|
|
public Dictionary<string, int> RequiredMaterials
|
|
{
|
|
get => _requiredMaterials;
|
|
private set => _requiredMaterials = value;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// How many milliseconds it'll take for the lathe to finish this recipe.
|
|
/// Might lower depending on the lathe's upgrade level.
|
|
/// </summary>
|
|
public int CompleteTime => _completeTime;
|
|
|
|
public void LoadFrom(YamlMappingNode mapping)
|
|
{
|
|
var serializer = YamlObjectSerializer.NewReader(mapping);
|
|
|
|
serializer.DataField(ref _name, "name", string.Empty);
|
|
serializer.DataField(ref _id, "id", string.Empty);
|
|
serializer.DataField(ref _description, "description", string.Empty);
|
|
serializer.DataField(ref _icon, "icon", SpriteSpecifier.Invalid);
|
|
serializer.DataField(ref _result, "result", null);
|
|
serializer.DataField(ref _completeTime, "completetime", 2500);
|
|
serializer.DataField(ref _requiredMaterials, "materials", new Dictionary<string, int>());
|
|
}
|
|
}
|
|
}
|