* 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.
This commit is contained in:
Víctor Aguilera Puerto
2019-04-26 15:51:05 +02:00
committed by Pieter-Jan Briers
parent 092539ae59
commit fe0414eda7
37 changed files with 1580 additions and 13 deletions

View File

@@ -1,109 +0,0 @@
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Server.Materials
{
/// <summary>
/// Materials are read-only storage for the properties of specific materials.
/// Properties should be intrinsic (or at least as much is necessary for game purposes).
/// </summary>
public class Material : IExposeData
{
public string Name => _name;
private string _name = "unobtanium";
public Color Color => _color;
private Color _color = Color.Gray;
/// <summary>
/// Volumetric mass density, in kg.m^-3.
/// </summary>
public double Density => _density;
private double _density = 1;
/// <summary>
/// Electrical resistivity, NOT resistance.
/// Unit is ohm-meter (Ω⋅m).
/// </summary>
public double ElectricResistivity => _electricResistivity;
private double _electricResistivity = 1;
/// <summary>
/// Thermal conductivity, in W.m-1.K-1
/// </summary>
public double ThermalConductivity => _thermalConductivity;
private double _thermalConductivity = 1;
/// <summary>
/// Specific heat, in J.kg-1.K-1
/// </summary>
public double SpecificHeat => _specificHeat;
private double _specificHeat = 1;
/// <summary>
/// Controls how durable the material is.
/// Basically how slowly it degrades.
/// </summary>
public double Durability => _durability;
private double _durability = 1;
/// <summary>
/// Multiplier for how much this resists damage.
/// So higher means armor is more effective, for example.
/// </summary>
public double Hardness => _hardness;
private double _hardness = 1;
/// <summary>
/// Multiplier that determines damage on sharpness-based weapons like knives.
/// Higher means more damage is done.
/// </summary>
public double SharpDamage => _sharpDamage;
private double _sharpDamage = 1;
/// <summary>
/// Multiplier that determines damage on blunt-based weapons like clubs.
/// Higher means more damage is done.
/// </summary>
public double BluntDamage => _bluntDamage;
private double _bluntDamage = 1;
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref _name, "name", "unobtanium", alwaysWrite: true);
serializer.DataField(ref _color, "color", Color.Gray, alwaysWrite: true);
// All default material params are initialized to 1 because
// I'm too lazy to figure out for which that's necessary to prevent divisions by zero in case left out.
serializer.DataField(ref _density, "density", 1, alwaysWrite: true);
serializer.DataField(ref _electricResistivity, "electricresistivity", 1, alwaysWrite: true);
serializer.DataField(ref _thermalConductivity, "thermalconductivity", 1, alwaysWrite: true);
serializer.DataField(ref _specificHeat, "specificheat", 1, alwaysWrite: true);
serializer.DataField(ref _durability, "durability", 1, alwaysWrite: true);
serializer.DataField(ref _hardness, "hardness", 1, alwaysWrite: true);
serializer.DataField(ref _sharpDamage, "sharpdamage", 1, alwaysWrite: true);
serializer.DataField(ref _bluntDamage, "bluntdamage", 1, alwaysWrite: true);
}
}
[Prototype("material")]
public class MaterialPrototype : IPrototype, IIndexedPrototype
{
public string ID { get; private set; }
public Material Material { get; private set; }
public void LoadFrom(YamlMappingNode mapping)
{
ID = mapping["id"].AsString();
var ser = YamlObjectSerializer.NewReader(mapping);
Material = new Material();
Material.ExposeData(ser);
}
}
}