Files
tbd-station-14/Content.Shared/Lathe/LatheComponent.cs
Tayrtahn 3a8974f574 Improve lathe queue performance (#38583)
* Use an actual Queue

* Store ProtoIds instead of prototypes

* Network as NetListAsArray

* Remove Serializable & NetSerializable from LatheRecipePrototype

* Convert CurrentlyProducing too

* No point using NetListAsArray<T> if you're going to .ToArray() it anyways.

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Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-06-27 00:08:01 +02:00

106 lines
3.3 KiB
C#

using Content.Shared.Construction.Prototypes;
using Content.Shared.Lathe.Prototypes;
using Content.Shared.Research.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Lathe
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class LatheComponent : Component
{
/// <summary>
/// All of the recipe packs that the lathe has by default
/// </summary>
[DataField]
public List<ProtoId<LatheRecipePackPrototype>> StaticPacks = new();
/// <summary>
/// All of the recipe packs that the lathe is capable of researching
/// </summary>
[DataField]
public List<ProtoId<LatheRecipePackPrototype>> DynamicPacks = new();
// Note that this shouldn't be modified dynamically.
// I.e., this + the static recipies should represent all recipies that the lathe can ever make
// Otherwise the material arbitrage test and/or LatheSystem.GetAllBaseRecipes needs to be updated
/// <summary>
/// The lathe's construction queue
/// </summary>
[DataField]
public Queue<ProtoId<LatheRecipePrototype>> Queue = new();
/// <summary>
/// The sound that plays when the lathe is producing an item, if any
/// </summary>
[DataField]
public SoundSpecifier? ProducingSound;
[DataField]
public string? ReagentOutputSlotId;
/// <summary>
/// The default amount that's displayed in the UI for selecting the print amount.
/// </summary>
[DataField, AutoNetworkedField]
public int DefaultProductionAmount = 1;
#region Visualizer info
[DataField]
public string? IdleState;
[DataField]
public string? RunningState;
[DataField]
public string? UnlitIdleState;
[DataField]
public string? UnlitRunningState;
#endregion
/// <summary>
/// The recipe the lathe is currently producing
/// </summary>
[ViewVariables]
public ProtoId<LatheRecipePrototype>? CurrentRecipe;
#region MachineUpgrading
/// <summary>
/// A modifier that changes how long it takes to print a recipe
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float TimeMultiplier = 1;
/// <summary>
/// A modifier that changes how much of a material is needed to print a recipe
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float MaterialUseMultiplier = 1;
#endregion
}
public sealed class LatheGetRecipesEvent : EntityEventArgs
{
public readonly EntityUid Lathe;
public readonly LatheComponent Comp;
public bool GetUnavailable;
public HashSet<ProtoId<LatheRecipePrototype>> Recipes = new();
public LatheGetRecipesEvent(Entity<LatheComponent> lathe, bool forced)
{
(Lathe, Comp) = lathe;
GetUnavailable = forced;
}
}
/// <summary>
/// Event raised on a lathe when it starts producing a recipe.
/// </summary>
[ByRefEvent]
public readonly record struct LatheStartPrintingEvent(LatheRecipePrototype Recipe);
}