Fix lathe queue bug (#7883)

This commit is contained in:
Rane
2022-05-03 22:43:25 -04:00
committed by GitHub
parent 14ebb49e69
commit 17ba90574d

View File

@@ -74,7 +74,7 @@ namespace Content.Server.Lathe
} }
lathe.ProducingAccumulator = 0; lathe.ProducingAccumulator = 0;
FinishProducing(lathe.ProducingRecipe, lathe); FinishProducing(lathe.ProducingRecipe, lathe, true);
} }
} }
@@ -156,17 +156,26 @@ namespace Content.Server.Lathe
/// This handles the checks to start producing an item, and /// This handles the checks to start producing an item, and
/// starts up the sound and visuals /// starts up the sound and visuals
/// </summary> /// </summary>
private bool Produce(LatheComponent component, LatheRecipePrototype recipe, bool SkipCheck = false) private void Produce(LatheComponent component, LatheRecipePrototype recipe, bool SkipCheck = false)
{ {
if (!component.CanProduce(recipe) if (!component.CanProduce(recipe)
|| !TryComp(component.Owner, out MaterialStorageComponent? storage)) || !TryComp(component.Owner, out MaterialStorageComponent? storage))
return false; {
FinishProducing(recipe, component, false);
return;
}
if (!SkipCheck && HasComp<LatheProducingComponent>(component.Owner)) if (!SkipCheck && HasComp<LatheProducingComponent>(component.Owner))
return false; {
FinishProducing(recipe, component, false);
return;
}
if (TryComp<ApcPowerReceiverComponent>(component.Owner, out var receiver) && !receiver.Powered) if (TryComp<ApcPowerReceiverComponent>(component.Owner, out var receiver) && !receiver.Powered)
return false; {
FinishProducing(recipe, component, false);
return;
}
component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component))); component.UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue(component)));
@@ -185,16 +194,16 @@ namespace Content.Server.Lathe
} }
UpdateRunningAppearance(component.Owner, true); UpdateRunningAppearance(component.Owner, true);
ProducingAddQueue.Enqueue(component.Owner); ProducingAddQueue.Enqueue(component.Owner);
return true;
} }
/// <summary> /// <summary>
/// After the production timer is up, this spawns the recipe and /// If we were able to produce the recipe,
/// either cleans up or continues to the next item in the queue /// spawn it and cleanup. If we weren't, just do cleanup.
/// </summary> /// </summary>
private void FinishProducing(LatheRecipePrototype recipe, LatheComponent component) private void FinishProducing(LatheRecipePrototype recipe, LatheComponent component, bool productionSucceeded = true)
{ {
component.ProducingRecipe = null; component.ProducingRecipe = null;
if (productionSucceeded)
EntityManager.SpawnEntity(recipe.Result, Comp<TransformComponent>(component.Owner).Coordinates); EntityManager.SpawnEntity(recipe.Result, Comp<TransformComponent>(component.Owner).Coordinates);
component.UserInterface?.SendMessage(new LatheStoppedProducingRecipeMessage()); component.UserInterface?.SendMessage(new LatheStoppedProducingRecipeMessage());
// Continue to next in queue if there are items left // Continue to next in queue if there are items left