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