Lathe Refactor and ECS (#11201)
* lathe and material storage refactor * materialStorage ECS it kinda sus tho * beginning the lathe shitcode dive * couple lathe visuals and lathe system * lathe changes and such * dynamic lathe databases * rewrote internal logic on to ui * da newI * material display clientside * misc ui changes * component state handling and various other things * moar * Update Content.Shared/Lathe/LatheComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * first volley of sloth review * more fixes * losin' my mind * all da changes * test fix and other review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -1,44 +1,49 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Lathe.Components;
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using Content.Shared.Lathe;
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using Content.Shared.Materials;
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using Content.Shared.Research.Prototypes;
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using Content.Server.Research.Components;
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using Content.Shared.Interaction;
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using Content.Server.Materials;
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using Content.Server.Popups;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Research;
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using Content.Server.Stack;
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using Content.Shared.Research.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Player;
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using JetBrains.Annotations;
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using System.Linq;
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using Content.Server.Cargo.Systems;
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using Content.Server.Materials;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.UserInterface;
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using Robust.Server.Player;
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namespace Content.Server.Lathe
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{
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[UsedImplicitly]
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public sealed class LatheSystem : EntitySystem
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public sealed class LatheSystem : SharedLatheSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSys = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSys = default!;
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[Dependency] private readonly ResearchSystem _researchSys = default!;
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[Dependency] private readonly MaterialStorageSystem _materialStorage = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MaterialStorageComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<LatheComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<LatheComponent, MaterialEntityInsertedEvent>(OnMaterialEntityInserted);
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SubscribeLocalEvent<LatheComponent, GetMaterialWhitelistEvent>(OnGetWhitelist);
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SubscribeLocalEvent<LatheComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<LatheComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<LatheComponent, LatheQueueRecipeMessage>(OnLatheQueueRecipeMessage);
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SubscribeLocalEvent<LatheComponent, LatheSyncRequestMessage>(OnLatheSyncRequestMessage);
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SubscribeLocalEvent<LatheComponent, LatheServerSelectionMessage>(OnLatheServerSelectionMessage);
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SubscribeLocalEvent<LatheComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<LatheComponent, BeforeActivatableUIOpenEvent>((u,c,_) => UpdateUserInterfaceState(u,c));
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SubscribeLocalEvent<LatheComponent, MaterialAmountChangedEvent>((u,c,_) => UpdateUserInterfaceState(u,c));
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SubscribeLocalEvent<TechnologyDatabaseComponent, LatheGetRecipesEvent>(OnGetRecipes);
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SubscribeLocalEvent<TechnologyDatabaseComponent, LatheServerSyncMessage>(OnLatheServerSyncMessage);
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}
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@@ -55,217 +60,167 @@ namespace Content.Server.Lathe
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RemCompDeferred(comp.Owner, comp);
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}
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foreach (var comp in EntityQuery<LatheProducingComponent>())
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foreach (var (comp, lathe) in EntityQuery<LatheProducingComponent, LatheComponent>())
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{
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comp.TimeRemaining -= frameTime;
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if (lathe.CurrentRecipe == null)
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continue;
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if (comp.TimeRemaining <= 0)
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FinishProducing(comp.Owner, comp);
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comp.AccumulatedTime += frameTime;
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if (comp.AccumulatedTime >= (float) lathe.CurrentRecipe.CompleteTime.TotalSeconds)
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FinishProducing(comp.Owner, lathe);
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}
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}
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private void OnGetWhitelist(EntityUid uid, LatheComponent component, GetMaterialWhitelistEvent args)
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{
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if (args.Storage != uid)
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return;
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var materialWhitelist = new List<string>();
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var recipes = GetAllBaseRecipes(component);
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foreach (var id in recipes)
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{
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if (!_proto.TryIndex<LatheRecipePrototype>(id, out var proto))
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continue;
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foreach (var (mat, _) in proto.RequiredMaterials)
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{
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if (!materialWhitelist.Contains(mat))
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{
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materialWhitelist.Add(mat);
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}
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}
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}
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var combined = args.Whitelist.Union(materialWhitelist).ToList();
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args.Whitelist = combined;
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}
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[PublicAPI]
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public bool TryGetAvailableRecipes(EntityUid uid, [NotNullWhen(true)] out List<string>? recipes, LatheComponent? component = null)
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{
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recipes = null;
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if (!Resolve(uid, ref component))
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return false;
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recipes = GetAvailableRecipes(component);
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return true;
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}
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public List<string> GetAvailableRecipes(LatheComponent component)
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{
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var ev = new LatheGetRecipesEvent(component.Owner)
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{
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Recipes = component.StaticRecipes
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};
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RaiseLocalEvent(component.Owner, ev);
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return ev.Recipes;
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}
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public List<string> GetAllBaseRecipes(LatheComponent component)
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{
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return component.DynamicRecipes == null
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? component.StaticRecipes
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: component.StaticRecipes.Union(component.DynamicRecipes).ToList();
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}
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public bool TryAddToQueue(EntityUid uid, LatheRecipePrototype recipe, LatheComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (!CanProduce(uid, recipe, 1, component))
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return false;
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foreach (var (mat, amount) in recipe.RequiredMaterials)
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{
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_materialStorage.TryChangeMaterialAmount(uid, mat, -amount);
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}
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component.Queue.Add(recipe);
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return true;
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}
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public bool TryStartProducing(EntityUid uid, LatheComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (component.CurrentRecipe != null || component.Queue.Count <= 0 || !this.IsPowered(uid, EntityManager))
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return false;
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var recipe = component.Queue.First();
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component.Queue.RemoveAt(0);
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EnsureComp<LatheProducingComponent>(uid);
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component.CurrentRecipe = recipe;
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_audio.PlayPvs(component.ProducingSound, component.Owner);
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UpdateRunningAppearance(uid, true);
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UpdateUserInterfaceState(uid, component);
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return true;
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}
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public void FinishProducing(EntityUid uid, LatheComponent? comp = null, LatheProducingComponent? prodComp = null)
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{
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if (!Resolve(uid, ref comp, ref prodComp, false))
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return;
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if (comp.CurrentRecipe != null)
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Spawn(comp.CurrentRecipe.Result, Transform(uid).Coordinates);
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comp.CurrentRecipe = null;
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prodComp.AccumulatedTime = 0;
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if (!TryStartProducing(uid, comp))
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{
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RemCompDeferred(prodComp.Owner, prodComp);
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UpdateUserInterfaceState(uid, comp);
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UpdateRunningAppearance(uid, false);
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}
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}
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public void UpdateUserInterfaceState(EntityUid uid, LatheComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var ui = _uiSys.GetUi(uid, LatheUiKey.Key);
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var producing = component.CurrentRecipe ?? component.Queue.FirstOrDefault();
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var state = new LatheUpdateState(GetAvailableRecipes(component), component.Queue, producing);
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_uiSys.SetUiState(ui, state);
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}
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private void OnGetRecipes(EntityUid uid, TechnologyDatabaseComponent component, LatheGetRecipesEvent args)
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{
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if (uid != args.Lathe || !TryComp<LatheComponent>(uid, out var latheComponent) || latheComponent.DynamicRecipes == null)
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return;
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//gets all of the techs that are unlocked and also in the DynamicRecipes list
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var allTechs = (from tech in component.Technologies
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from recipe in tech.UnlockedRecipes
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where latheComponent.DynamicRecipes.Contains(recipe)
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select recipe).ToList();
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args.Recipes = args.Recipes.Union(allTechs).ToList();
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}
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/// <summary>
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/// Initialize the UI and appearance.
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/// Appearance requires initialization or the layers break
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/// </summary>
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private void OnComponentInit(EntityUid uid, LatheComponent component, ComponentInit args)
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private void OnMapInit(EntityUid uid, LatheComponent component, MapInitEvent args)
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{
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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{
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appearance.SetData(LatheVisuals.IsInserting, false);
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appearance.SetData(LatheVisuals.IsRunning, false);
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}
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_appearance.SetData(uid, LatheVisuals.IsInserting, false);
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_appearance.SetData(uid, LatheVisuals.IsRunning, false);
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//Fix this awful shit once Lathes get ECS'd.
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List<LatheRecipePrototype>? recipes = null;
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if (TryComp<ProtolatheDatabaseComponent>(uid, out var database))
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recipes = database.ProtolatheRecipes.ToList();
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else if (TryComp<LatheDatabaseComponent>(uid, out var database2))
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recipes = database2._recipes;
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if (recipes == null)
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return;
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if (!TryComp<MaterialStorageComponent>(uid, out var storage))
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return;
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foreach (var recipe in recipes)
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{
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foreach (var mat in recipe.RequiredMaterials)
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{
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if (!storage.MaterialWhiteList.Contains(mat.Key))
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storage.MaterialWhiteList.Add(mat.Key);
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}
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}
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_materialStorage.UpdateMaterialWhitelist(uid);
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}
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private void OnInteractUsing(EntityUid uid, MaterialStorageComponent component, InteractUsingEvent args)
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private void OnMaterialEntityInserted(EntityUid uid, LatheComponent component, MaterialEntityInsertedEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<MaterialStorageComponent>(uid, out var storage)
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|| !TryComp<MaterialComponent>(args.Used, out var material)
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|| storage.EntityWhitelist?.IsValid(args.Used) == false)
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return;
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args.Handled = true;
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var matUsed = false;
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foreach (var mat in material.Materials)
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if (storage.MaterialWhiteList.Contains(mat.ID))
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matUsed = true;
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if (!matUsed)
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{
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_popupSystem.PopupEntity(Loc.GetString("lathe-popup-material-not-used"), uid, Filter.Pvs(uid));
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return;
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}
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var multiplier = 1;
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if (TryComp<StackComponent>(args.Used, out var stack))
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multiplier = stack.Count;
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var totalAmount = 0;
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// Check if it can insert all materials.
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foreach (var (mat, vol) in material._materials)
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{
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if (!storage.CanInsertMaterial(mat,
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vol * multiplier)) return;
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totalAmount += vol * multiplier;
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}
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// Check if it can take ALL of the material's volume.
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if (storage.StorageLimit > 0 && !storage.CanTakeAmount(totalAmount))
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return;
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var lastMat = string.Empty;
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foreach (var (mat, vol) in material._materials)
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{
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storage.InsertMaterial(mat, vol * multiplier);
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lastMat = mat;
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}
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EntityManager.QueueDeleteEntity(args.Used);
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// Play a sound when inserting, if any
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if (component.InsertingSound != null)
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_audioSys.PlayPvs(component.InsertingSound, uid);
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_popupSystem.PopupEntity(Loc.GetString("machine-insert-item", ("machine", uid),
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("item", args.Used)), uid, Filter.Entities(args.User));
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// TODO: You can probably split this part off of lathe component too
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if (!TryComp<LatheComponent>(uid, out var lathe))
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return;
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var lastMat = args.Materials.Keys.Last();
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// We need the prototype to get the color
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_prototypeManager.TryIndex(lastMat, out MaterialPrototype? matProto);
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EntityManager.QueueDeleteEntity(args.Used);
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EnsureComp<LatheInsertingComponent>(uid).TimeRemaining = lathe.InsertionTime;
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_popupSystem.PopupEntity(Loc.GetString("machine-insert-item", ("machine", uid),
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("item", args.Used)), uid, Filter.Entities(args.User));
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if (matProto != null)
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{
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UpdateInsertingAppearance(uid, true, matProto.Color);
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}
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UpdateInsertingAppearance(uid, true);
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}
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private void OnPowerChanged(EntityUid uid, LatheComponent component, PowerChangedEvent args)
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{
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//if the power state changes, try to produce.
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//aka, if you went from unpowered --> powered, resume lathe queue.
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TryStartProducing(uid, component: component);
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}
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/// <summary>
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/// This handles the checks to start producing an item, and
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/// starts up the sound and visuals
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/// </summary>
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private bool TryStartProducing(EntityUid uid, LatheProducingComponent? prodComp = null, LatheComponent? component = null)
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{
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if (!Resolve(uid, ref component) || component.Queue.Count == 0)
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return false;
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if (!this.IsPowered(uid, EntityManager))
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return false;
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var recipeId = component.Queue[0];
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if (!_prototypeManager.TryIndex<LatheRecipePrototype>(recipeId, out var recipe))
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{
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// recipie does not exist. Remove and try produce the next item.
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component.Queue.RemoveAt(0);
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return TryStartProducing(uid, prodComp, component);
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}
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if (!component.CanProduce(recipe) || !TryComp(uid, out MaterialStorageComponent? storage))
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{
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component.Queue.RemoveAt(0);
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return false;
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}
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prodComp ??= EnsureComp<LatheProducingComponent>(uid);
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// Do nothing if the lathe is already producing something.
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if (prodComp.Recipe != null)
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return false;
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component.Queue.RemoveAt(0);
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prodComp.Recipe = recipeId;
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prodComp.TimeRemaining = (float)recipe.CompleteTime.TotalSeconds;
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foreach (var (material, amount) in recipe.RequiredMaterials)
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{
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// This should always return true, otherwise CanProduce fucked up.
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// TODO just remove materials when first queuing, to avoid queuing more items than can actually be produced.
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storage.RemoveMaterial(material, amount);
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}
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// Again, this should really just be a bui state instead of two separate messages.
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_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheProducingRecipeMessage(recipe.ID));
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_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheFullQueueMessage(component.Queue));
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if (component.ProducingSound != null)
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_audioSys.PlayPvs(component.ProducingSound, component.Owner);
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UpdateRunningAppearance(uid, true);
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return true;
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}
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/// <summary>
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/// If we were able to produce the recipe,
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/// spawn it and cleanup. If we weren't, just do cleanup.
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/// </summary>
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private void FinishProducing(EntityUid uid, LatheProducingComponent prodComp)
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{
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if (prodComp.Recipe == null || !_prototypeManager.TryIndex<LatheRecipePrototype>(prodComp.Recipe, out var recipe))
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{
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RemCompDeferred(prodComp.Owner, prodComp);
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UpdateRunningAppearance(uid, false);
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return;
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}
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Spawn(recipe.Result, Transform(uid).Coordinates);
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prodComp.Recipe = null;
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// TODO this should probably just be a BUI state, not a special message.
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_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheStoppedProducingRecipeMessage());
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// Continue to next in queue if there are items left
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if (TryStartProducing(uid, prodComp))
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return;
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RemComp(prodComp.Owner, prodComp);
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UpdateRunningAppearance(uid, false);
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_proto.TryIndex(lastMat, out MaterialPrototype? matProto);
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EnsureComp<LatheInsertingComponent>(uid).TimeRemaining = component.InsertionTime;
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UpdateInsertingAppearance(uid, true, matProto?.Color);
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}
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/// <summary>
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@@ -274,10 +229,7 @@ namespace Content.Server.Lathe
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/// </summary>
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private void UpdateRunningAppearance(EntityUid uid, bool isRunning)
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{
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if (!TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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appearance.SetData(LatheVisuals.IsRunning, isRunning);
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_appearance.SetData(uid, LatheVisuals.IsRunning, isRunning);
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}
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/// <summary>
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@@ -286,56 +238,62 @@ namespace Content.Server.Lathe
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/// </summary>
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private void UpdateInsertingAppearance(EntityUid uid, bool isInserting, Color? color = null)
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{
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if (!TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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appearance.SetData(LatheVisuals.IsInserting, isInserting);
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_appearance.SetData(uid, LatheVisuals.IsInserting, isInserting);
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if (color != null)
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appearance.SetData(LatheVisuals.InsertingColor, color);
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_appearance.SetData(uid, LatheVisuals.InsertingColor, color);
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}
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private void OnPowerChanged(EntityUid uid, LatheComponent component, PowerChangedEvent args)
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{
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if (!args.Powered)
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{
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RemComp<LatheProducingComponent>(uid);
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UpdateRunningAppearance(uid, false);
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}
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else if (component.CurrentRecipe != null)
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{
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EnsureComp<LatheProducingComponent>(uid);
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TryStartProducing(uid, component);
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}
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}
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||||
|
||||
protected override bool HasRecipe(EntityUid uid, LatheRecipePrototype recipe, LatheComponent component)
|
||||
{
|
||||
return GetAvailableRecipes(component).Contains(recipe.ID);
|
||||
}
|
||||
|
||||
#region UI Messages
|
||||
|
||||
private void OnLatheQueueRecipeMessage(EntityUid uid, LatheComponent component, LatheQueueRecipeMessage args)
|
||||
{
|
||||
if (_prototypeManager.TryIndex(args.ID, out LatheRecipePrototype? recipe))
|
||||
if (_proto.TryIndex(args.ID, out LatheRecipePrototype? recipe))
|
||||
{
|
||||
for (var i = 0; i < args.Quantity; i++)
|
||||
{
|
||||
// TODO check required materials exist and make materials unavailable.
|
||||
component.Queue.Add(recipe.ID);
|
||||
TryAddToQueue(uid, recipe, component);
|
||||
}
|
||||
|
||||
// Again: TODO this should be handled by BUI states
|
||||
_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheFullQueueMessage(component.Queue));
|
||||
}
|
||||
|
||||
TryStartProducing(component.Owner, null, component);
|
||||
TryStartProducing(uid, component);
|
||||
UpdateUserInterfaceState(uid, component);
|
||||
}
|
||||
|
||||
private void OnLatheSyncRequestMessage(EntityUid uid, LatheComponent component, LatheSyncRequestMessage args)
|
||||
{
|
||||
if (!HasComp<MaterialStorageComponent>(uid)) return;
|
||||
|
||||
// Again: TODO BUI states. Why TF was this was this ever two separate messages!?!?
|
||||
_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheFullQueueMessage(component.Queue));
|
||||
if (TryComp(uid, out LatheProducingComponent? prodComp) && prodComp.Recipe != null)
|
||||
_uiSys.TrySendUiMessage(uid, LatheUiKey.Key, new LatheProducingRecipeMessage(prodComp.Recipe));
|
||||
UpdateUserInterfaceState(uid, component);
|
||||
}
|
||||
|
||||
private void OnLatheServerSelectionMessage(EntityUid uid, LatheComponent component, LatheServerSelectionMessage args)
|
||||
{
|
||||
// TODO W.. b.. why?
|
||||
// the client can just open the ui itself. why tf is it asking the server to open it for it.
|
||||
_uiSys.TryOpen(uid, ResearchClientUiKey.Key, (IPlayerSession) args.Session);
|
||||
// TODO: one day, when you can open BUIs clientside, do that. Until then, picture Electro seething.
|
||||
if (component.DynamicRecipes != null)
|
||||
_uiSys.TryOpen(uid, ResearchClientUiKey.Key, (IPlayerSession) args.Session);
|
||||
}
|
||||
|
||||
private void OnLatheServerSyncMessage(EntityUid uid, TechnologyDatabaseComponent component, LatheServerSyncMessage args)
|
||||
{
|
||||
Logger.Debug("OnLatheServerSyncMessage");
|
||||
_researchSys.SyncWithServer(component);
|
||||
|
||||
if (TryComp(uid, out ProtolatheDatabaseComponent? protoDatabase))
|
||||
protoDatabase.Sync();
|
||||
UpdateUserInterfaceState(uid);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
Reference in New Issue
Block a user