* add LatheRecipePackPrototype * change Lathe and EmagLathe to use packs * add AddRecipesFromPacks helper to SharedLatheSystem * update lathe logic to work with packs and clean up some stuff * migrate individual recipes to recipe packs * update client * remove node/artifact scanner from techs * :trollface: * fix test and make it include emag recipes * add test that every dynamic recipe must be researched * pro * fix * fix * fix all tests, genuinely good test i wonder who made it * add unused uranium and incendiary drozd mags to tech and lathe * add recipes * add incendiary prototype * undo some changes * troll * :trollface: * true Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * shitmed real Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * update funny test * :trollface: * :trollface: --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
102 lines
3.0 KiB
C#
102 lines
3.0 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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/// <summary>
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/// The lathe's construction queue
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/// </summary>
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[DataField]
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public List<LatheRecipePrototype> 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 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 bool getUnavailable;
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public HashSet<ProtoId<LatheRecipePrototype>> Recipes = new();
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public LatheGetRecipesEvent(EntityUid lathe, bool forced)
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{
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Lathe = lathe;
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getUnavailable = forced;
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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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