Files
tbd-station-14/Content.Shared/Research/LatheRecipePrototype.cs
Víctor Aguilera Puerto fe0414eda7 Lathes (#207)
* 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.
2019-04-26 15:51:05 +02:00

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>());
}
}
}