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StarHorizon_Public/Content.Shared/_NF/Lathe/BlueprintLatheComponent.cs
2025-12-27 15:27:38 +03:00

156 lines
4.7 KiB
C#

using Content.Shared._NF.Research.Prototypes;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Materials;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared._NF.Lathe;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class BlueprintLatheComponent : Component
{
/// <summary>
/// The lathe's construction queue
/// </summary>
[DataField]
public List<BlueprintLatheRecipeBatch> Queue = new();
/// <summary>
/// The sound that plays when the lathe is producing an item, if any
/// </summary>
[DataField]
public SoundSpecifier? ProducingSound;
/// <summary>
/// The default amount that's displayed in the UI for selecting the print amount.
/// </summary>
[DataField, AutoNetworkedField]
public int DefaultProductionAmount = 1;
/// <summary>
/// The materials required to make an individual blueprint
/// </summary>
[DataField(required: true)]
public Dictionary<ProtoId<MaterialPrototype>, int> BlueprintPrintMaterials = new();
/// <summary>
/// The time required to print an individual blueprint
/// </summary>
[DataField(required: true)]
public TimeSpan BlueprintPrintTime;
/// <summary>
/// If true, blueprints will receive a discount based on the quality of the components in the machine.
/// </summary>
[ViewVariables]
public bool ApplyMaterialDiscount;
#region Visualizer info
[DataField]
public string? IdleState;
[DataField]
public string? RunningState;
[DataField]
public string? UnlitIdleState;
[DataField]
public string? UnlitRunningState;
#endregion
/// <summary>
/// The blueprint type the lathe is currently producing.
/// </summary>
[ViewVariables]
public ProtoId<BlueprintPrototype>? CurrentBlueprintType;
/// <summary>
/// The recipe types the blueprint the lathe is currently producing.
/// </summary>
[ViewVariables]
public int[]? CurrentRecipeSets;
#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;
/// <summary>
/// A modifier that changes how long it takes to print a recipe
/// </summary>
[DataField, ViewVariables(VVAccess.ReadOnly), AutoNetworkedField]
public float FinalTimeMultiplier = 1;
/// <summary>
/// A modifier that changes how much of a material is needed to print a recipe
/// </summary>
[DataField, ViewVariables(VVAccess.ReadOnly), AutoNetworkedField]
public float FinalMaterialUseMultiplier = 1;
public const float DefaultPartRatingMaterialUseMultiplier = 0.85f;
/// <summary>
/// The machine part that reduces how long it takes to print a recipe.
/// </summary>
[DataField]
public ProtoId<MachinePartPrototype> MachinePartPrintSpeed = "Manipulator";
/// <summary>
/// The value that is used to calculate the modified <see cref="TimeMultiplier"/>
/// </summary>
[DataField]
public float PartRatingPrintTimeMultiplier = 0.5f;
/// <summary>
/// The machine part that reduces how much material it takes to print a recipe.
/// </summary>
[DataField]
public ProtoId<MachinePartPrototype> MachinePartMaterialUse = "MatterBin";
/// <summary>
/// The value that is used to calculate the modifier <see cref="MaterialUseMultiplier"/>
/// </summary>
[DataField]
public float PartRatingMaterialUseMultiplier = DefaultPartRatingMaterialUseMultiplier;
#endregion
}
[Serializable]
public sealed partial class BlueprintLatheRecipeBatch : EntityEventArgs
{
public ProtoId<BlueprintPrototype> BlueprintType;
public int[] Recipes;
public int ItemsPrinted;
public int ItemsRequested;
public BlueprintLatheRecipeBatch(ProtoId<BlueprintPrototype> blueprintType, int[] recipes, int itemsPrinted, int itemsRequested)
{
BlueprintType = blueprintType;
Recipes = recipes;
ItemsPrinted = itemsPrinted;
ItemsRequested = itemsRequested;
}
}
public sealed class BlueprintLatheGetRecipesEvent : EntityEventArgs
{
public readonly EntityUid Lathe;
public Dictionary<ProtoId<BlueprintPrototype>, int[]> UnlockedRecipes = new();
public BlueprintLatheGetRecipesEvent(EntityUid lathe)
{
Lathe = lathe;
}
}