Files
ss14-wl/Content.Shared/Lathe/LatheComponent.cs
Pupchansky 247c92fc5e Фикс дюпа с помощью [прото/авто/т.д.]-латов (#351)
* init

* init 2

* summary и забытые wl теги

* coderabbit фиксы
2025-10-29 18:35:58 +03:00

155 lines
4.7 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;
using Robust.Shared.Serialization;
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>
/// <remarks>
/// This is a LinkedList to allow for constant time insertion/deletion (vs a List), and more efficient
/// moves (vs a Queue).
/// </remarks>
[DataField]
public LinkedList<LatheRecipeBatch> 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;
}
}
[Serializable]
public sealed partial class LatheRecipeBatch
{
public ProtoId<LatheRecipePrototype> Recipe;
public int ItemsPrinted;
public int ItemsRequested;
public LatheRecipeBatch(ProtoId<LatheRecipePrototype> recipe, int itemsPrinted, int itemsRequested)
{
Recipe = recipe;
ItemsPrinted = itemsPrinted;
ItemsRequested = itemsRequested;
}
}
//Corvax
[Serializable]
public sealed partial class LatheGetResultEvent : EntityEventArgs
{
public readonly EntityUid ResultItem;
// WL-Changes-start
public readonly Entity<LatheComponent> Lathe;
public readonly ProtoId<LatheRecipePrototype> Recipe;
// WL-Changes-end
public LatheGetResultEvent(
EntityUid result,
/*WL-Changes-start*/
Entity<LatheComponent> lathe,
ProtoId<LatheRecipePrototype> recipe
/*WL-Changes-end*/
)
{
ResultItem = result;
// WL-Changes-start
Lathe = lathe;
Recipe = recipe;
// WL-Changes-end
}
}
//Corvax
/// <summary>
/// Event raised on a lathe when it starts producing a recipe.
/// </summary>
[ByRefEvent]
public readonly record struct LatheStartPrintingEvent(LatheRecipePrototype Recipe);
}