Partial lathe ECS, fix cursed lathe visualizer, a bit more audiovisual feedback for lathes (#7238)
* Prototype that's mostly borked rather than completely borked * ECS inserting mats * Partial ECS mostly done, needs cleanup and visualizer * Replace timers * Power visualizes at least * First ""working"" version * Clean up all lathes * Colors * Fix animation timing * Fixes greyscale, adds a bunch of colors * Give every (used) material a color * Made most lathes take long enough you can at least see there's some sort of animation * Insertion feedback popup * Sound for circuit printer and uniform printer * Fix queueing, optimize update * Remove mono crash * cleanup * Fix test failure * Techfab inserting sprite * Cleanup and commenting * Fix bug in CanProduce check * Fix UI resolves * Mirror review stuff
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@@ -1,219 +1,53 @@
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Materials;
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using Content.Server.Power.Components;
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using Content.Server.Research.Components;
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using Content.Server.Stack;
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using Content.Server.UserInterface;
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using Content.Shared.Interaction;
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using Content.Shared.Lathe;
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using Content.Shared.Power;
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using Content.Shared.Research.Prototypes;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Content.Shared.Sound;
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namespace Content.Server.Lathe.Components
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{
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[RegisterComponent]
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public sealed class LatheComponent : SharedLatheComponent, IInteractUsing
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public sealed class LatheComponent : SharedLatheComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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public const int VolumePerSheet = 100;
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/// <summary>
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/// How much volume in cm^3 each sheet of material adds
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/// </summary>
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public int VolumePerSheet = 100;
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/// <summary>
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/// The lathe's construction queue
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/// </summary>
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[ViewVariables]
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public Queue<LatheRecipePrototype> Queue { get; } = new();
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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 bool Producing { get; private set; }
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private LatheState _state = LatheState.Base;
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private LatheState State
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{
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get => _state;
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set => _state = value;
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}
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public LatheRecipePrototype? ProducingRecipe;
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/// <summary>
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/// How long the inserting animation will play
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/// </summary>
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[ViewVariables]
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private LatheRecipePrototype? _producingRecipe;
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public float InsertionTime = 0.79f; // 0.01 off for animation timing
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/// <summary>
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/// Update accumulator for the insertion time
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/// </suummary>
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public float InsertionAccumulator = 0f;
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/// <summary>
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/// Production accumulator for the production time.
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/// </summary>
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[ViewVariables]
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private bool Powered => !_entMan.TryGetComponent(Owner, out ApcPowerReceiverComponent? receiver) || receiver.Powered;
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public float ProducingAccumulator = 0f;
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private static readonly TimeSpan InsertionTime = TimeSpan.FromSeconds(0.9f);
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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("producingSound")]
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public SoundSpecifier? ProducingSound;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(LatheUiKey.Key);
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protected override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
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{
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if (!Powered)
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return;
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switch (message.Message)
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{
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case LatheQueueRecipeMessage msg:
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PrototypeManager.TryIndex(msg.ID, out LatheRecipePrototype? recipe);
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if (recipe != null!)
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for (var i = 0; i < msg.Quantity; i++)
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{
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Queue.Enqueue(recipe);
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UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue()));
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}
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break;
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case LatheSyncRequestMessage _:
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if (!_entMan.HasComponent<MaterialStorageComponent>(Owner)) return;
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UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue()));
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if (_producingRecipe != null)
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UserInterface?.SendMessage(new LatheProducingRecipeMessage(_producingRecipe.ID));
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break;
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case LatheServerSelectionMessage _:
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if (!_entMan.TryGetComponent(Owner, out ResearchClientComponent? researchClient)) return;
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researchClient.OpenUserInterface(message.Session);
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break;
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case LatheServerSyncMessage _:
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if (!_entMan.TryGetComponent(Owner, out TechnologyDatabaseComponent? database)
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|| !_entMan.TryGetComponent(Owner, out ProtolatheDatabaseComponent? protoDatabase)) return;
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if (database.SyncWithServer())
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protoDatabase.Sync();
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break;
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}
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}
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internal bool Produce(LatheRecipePrototype recipe)
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{
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if (Producing || !Powered || !CanProduce(recipe) || !_entMan.TryGetComponent(Owner, out MaterialStorageComponent? storage)) return false;
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UserInterface?.SendMessage(new LatheFullQueueMessage(GetIdQueue()));
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Producing = true;
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_producingRecipe = recipe;
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foreach (var (material, amount) in recipe.RequiredMaterials)
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{
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// This should always return true, otherwise CanProduce fucked up.
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storage.RemoveMaterial(material, amount);
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}
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UserInterface?.SendMessage(new LatheProducingRecipeMessage(recipe.ID));
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State = LatheState.Producing;
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SetAppearance(LatheVisualState.Producing);
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Owner.SpawnTimer(recipe.CompleteTime, () =>
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{
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Producing = false;
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_producingRecipe = null;
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_entMan.SpawnEntity(recipe.Result, _entMan.GetComponent<TransformComponent>(Owner).Coordinates);
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UserInterface?.SendMessage(new LatheStoppedProducingRecipeMessage());
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State = LatheState.Base;
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SetAppearance(LatheVisualState.Idle);
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});
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return true;
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}
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public void OpenUserInterface(IPlayerSession session)
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{
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UserInterface?.Open(session);
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!_entMan.TryGetComponent(Owner, out MaterialStorageComponent? storage)
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|| !_entMan.TryGetComponent(eventArgs.Using, out MaterialComponent? material)) return false;
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var multiplier = 1;
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if (_entMan.TryGetComponent(eventArgs.Using, out StackComponent? stack)) multiplier = stack.Count;
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var totalAmount = 0;
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// Check if it can insert all materials.
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foreach (var mat in material.MaterialIds)
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{
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// TODO: Change how MaterialComponent works so this is not hard-coded.
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if (!storage.CanInsertMaterial(mat, VolumePerSheet * multiplier)) return false;
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totalAmount += VolumePerSheet * multiplier;
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}
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// Check if it can take ALL of the material's volume.
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if (storage.CanTakeAmount(totalAmount)) return false;
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foreach (var mat in material.MaterialIds)
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{
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storage.InsertMaterial(mat, VolumePerSheet * multiplier);
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}
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State = LatheState.Inserting;
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switch (material.Materials.FirstOrDefault()?.ID)
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{
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case "Steel":
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SetAppearance(LatheVisualState.InsertingMetal);
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break;
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case "Glass":
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SetAppearance(LatheVisualState.InsertingGlass);
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break;
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case "Gold":
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SetAppearance(LatheVisualState.InsertingGold);
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break;
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case "Plastic":
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SetAppearance(LatheVisualState.InsertingPlastic);
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break;
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case "Plasma":
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SetAppearance(LatheVisualState.InsertingPlasma);
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break;
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}
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Owner.SpawnTimer(InsertionTime, () =>
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{
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State = LatheState.Base;
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SetAppearance(LatheVisualState.Idle);
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});
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_entMan.DeleteEntity(eventArgs.Using);
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return true;
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}
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private void SetAppearance(LatheVisualState state)
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{
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if (_entMan.TryGetComponent(Owner, out AppearanceComponent? appearance))
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{
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appearance.SetData(PowerDeviceVisuals.VisualState, state);
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}
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}
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private Queue<string> GetIdQueue()
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{
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var queue = new Queue<string>();
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foreach (var recipePrototype in Queue)
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{
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queue.Enqueue(recipePrototype.ID);
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}
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return queue;
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}
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private enum LatheState : byte
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{
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Base,
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Inserting,
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Producing
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}
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/// <summmary>
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/// The lathe's UI.
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/// </summary>
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[ViewVariables] public BoundUserInterface? UserInterface;
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}
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}
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@@ -0,0 +1,9 @@
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namespace Content.Server.Lathe.Components
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{
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/// <summary>
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/// For EntityQuery to keep track of which lathes are inserting
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/// <summary>
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[RegisterComponent]
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public sealed class LatheInsertingComponent : Component
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{}
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}
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@@ -0,0 +1,9 @@
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namespace Content.Server.Lathe.Components
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{
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/// <summary>
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/// For EntityQuery to keep track of which lathes are producing
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/// <summary>
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[RegisterComponent]
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public sealed class LatheProducingComponent : Component
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{}
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}
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