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.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
092539ae59
commit
fe0414eda7
@@ -0,0 +1,87 @@
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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.Interfaces.Reflection;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.GameObjects.Components.Materials
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{
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/// <summary>
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/// Component to store data such as "this object is made out of steel".
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/// This is not a storage system for say smelteries.
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/// </summary>
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public class MaterialComponent : Component
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{
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public const string SerializationCache = "mat";
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public override string Name => "Material";
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public Dictionary<object, Material> MaterialTypes => _materialTypes;
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private Dictionary<object, Material> _materialTypes;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// TODO: Writing.
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if (!serializer.Reading)
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{
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return;
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}
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if (serializer.TryGetCacheData(SerializationCache, out Dictionary<object, Material> cached))
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{
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_materialTypes = cached.ShallowClone();
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return;
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}
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_materialTypes = new Dictionary<object, Material>();
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if (serializer.TryReadDataField("materials", out List<MaterialDataEntry> list))
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{
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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int index = 0;
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foreach (var entry in list)
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{
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var proto = protoMan.Index<MaterialPrototype>(entry.Value);
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_materialTypes[entry.Key] = proto.Material;
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index++;
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}
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}
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serializer.SetCacheData(SerializationCache, _materialTypes.ShallowClone());
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}
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class MaterialDataEntry : IExposeData
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{
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public object Key;
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public string Value;
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public void ExposeData(ObjectSerializer serializer)
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{
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if (!serializer.Reading)
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{
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return;
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}
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var refl = IoCManager.Resolve<IReflectionManager>();
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Value = serializer.ReadDataField<string>("mat");
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var key = serializer.ReadDataField<string>("key");
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if (refl.TryParseEnumReference(key, out var @enum))
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{
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Key = @enum;
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return;
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}
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Key = key;
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}
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}
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}
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public enum MaterialKeys
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{
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Stack,
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}
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}
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@@ -0,0 +1,116 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.Materials;
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using Content.Shared.Research;
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using Mono.Cecil;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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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 SharedLatheComponent : Component
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{
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public override string Name => "Lathe";
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public override uint? NetID => ContentNetIDs.LATHE;
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#pragma warning disable CS0649
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[Dependency]
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protected IPrototypeManager _prototypeManager;
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#pragma warning restore
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public bool CanProduce(LatheRecipePrototype recipe, int quantity = 1)
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{
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if (!Owner.TryGetComponent(out SharedMaterialStorageComponent storage)
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|| !Owner.TryGetComponent(out SharedLatheDatabaseComponent database)) return false;
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if (!database.Contains(recipe)) return false;
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foreach (var (material, amount) in recipe.RequiredMaterials)
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{
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if (storage[material] <= (amount * quantity)) return false;
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}
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return true;
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}
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public bool CanProduce(string ID, int quantity = 1)
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{
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return _prototypeManager.TryIndex(ID, out LatheRecipePrototype recipe) && CanProduce(recipe, quantity);
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}
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/// <summary>
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/// Sent to the server to sync material storage and the recipe queue.
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/// </summary>
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[Serializable, NetSerializable]
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public class LatheSyncRequestMessage : BoundUserInterfaceMessage
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{
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public LatheSyncRequestMessage()
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{
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}
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}
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/// <summary>
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/// Sent to the client when the lathe is producing a recipe.
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/// </summary>
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[Serializable, NetSerializable]
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public class LatheProducingRecipeMessage : BoundUserInterfaceMessage
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{
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public readonly string ID;
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public LatheProducingRecipeMessage(string id)
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{
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ID = id;
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}
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}
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/// <summary>
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/// Sent to the client when the lathe stopped/finished producing a recipe.
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/// </summary>
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[Serializable, NetSerializable]
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public class LatheStoppedProducingRecipeMessage : BoundUserInterfaceMessage
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{
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public LatheStoppedProducingRecipeMessage()
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{
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}
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}
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/// <summary>
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/// Sent to the client to let it know about the recipe queue.
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/// </summary>
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[Serializable, NetSerializable]
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public class LatheFullQueueMessage : BoundUserInterfaceMessage
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{
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public readonly Queue<string> Recipes;
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public LatheFullQueueMessage(Queue<string> recipes)
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{
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Recipes = recipes;
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}
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}
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/// <summary>
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/// Sent to the server when a client queues a new recipe.
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/// </summary>
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[Serializable, NetSerializable]
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public class LatheQueueRecipeMessage : BoundUserInterfaceMessage
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{
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public readonly string ID;
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public readonly int Quantity;
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public LatheQueueRecipeMessage(string id, int quantity)
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{
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ID = id;
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Quantity = quantity;
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}
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}
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[NetSerializable, Serializable]
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public enum LatheUiKey
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{
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Key,
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}
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}
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}
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@@ -0,0 +1,107 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Content.Shared.Research;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Research
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{
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public class SharedLatheDatabaseComponent : Component, IEnumerable<LatheRecipePrototype>
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{
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public override string Name => "LatheDatabase";
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public sealed override uint? NetID => ContentNetIDs.LATHE_DATABASE;
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public sealed override Type StateType => typeof(LatheDatabaseState);
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private List<LatheRecipePrototype> _recipes = new List<LatheRecipePrototype>();
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/// <summary>
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/// Removes all recipes from the database if it's not static.
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/// </summary>
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/// <returns>Whether it could clear the database or not.</returns>
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public virtual void Clear()
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{
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_recipes.Clear();
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}
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/// <summary>
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/// Adds a recipe to the database if it's not static.
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/// </summary>
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/// <param name="recipe">The recipe to be added.</param>
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/// <returns>Whether it could be added or not</returns>
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public virtual void AddRecipe(LatheRecipePrototype recipe)
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{
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_recipes.Add(recipe);
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}
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/// <summary>
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/// Removes a recipe from the database if it's not static.
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/// </summary>
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/// <param name="recipe">The recipe to be removed.</param>
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/// <returns>Whether it could be removed or not</returns>
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public virtual bool RemoveRecipe(LatheRecipePrototype recipe)
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{
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return _recipes.Remove(recipe);
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}
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/// <summary>
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/// Returns whether the database contains the recipe or not.
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/// </summary>
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/// <param name="recipe">The recipe to check</param>
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/// <returns>Whether the database contained the recipe or not.</returns>
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public virtual bool Contains(LatheRecipePrototype recipe)
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{
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return _recipes.Contains(recipe);
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}
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/// <summary>
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/// Returns whether the database contains the recipe or not.
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/// </summary>
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/// <param name="id">The recipe id to check</param>
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/// <returns>Whether the database contained the recipe or not.</returns>
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public virtual bool Contains(string id)
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{
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foreach (var recipe in _recipes)
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{
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if (recipe.ID == id) return true;
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}
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return false;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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var recipes = serializer.ReadDataField("recipes", new List<string>());
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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foreach (var id in recipes)
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{
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if (!prototypeManager.TryIndex(id, out LatheRecipePrototype recipe)) continue;
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_recipes.Add(recipe);
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}
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}
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public IEnumerator<LatheRecipePrototype> GetEnumerator()
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{
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return _recipes.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 LatheDatabaseState : ComponentState
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{
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public readonly List<string> Recipes;
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public LatheDatabaseState(List<string> recipes) : base(ContentNetIDs.LATHE_DATABASE)
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{
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Recipes = recipes;
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}
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}
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}
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@@ -0,0 +1,78 @@
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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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