Added sink (#14348)

This commit is contained in:
Topy
2023-07-01 00:10:47 +02:00
committed by GitHub
parent 7d89b9e253
commit b85c902189
36 changed files with 484 additions and 104 deletions

View File

@@ -1,15 +1,31 @@
using Robust.Shared.GameStates;
using Robust.Shared.Audio;
namespace Content.Shared.Fluids.Components;
[RegisterComponent, NetworkedComponent]
/// <summary>
/// A Drain allows an entity to absorb liquid in a disposal goal. Drains can be filled manually (with the Empty verb)
/// or they can absorb puddles of liquid around them when AutoDrain is set to true.
/// When the entity also has a SolutionContainerManager attached with a solution named drainBuffer, this solution
/// gets filled until the drain is full.
/// When the drain is full, it can be unclogged using a plunger (i.e. an entity with a Plunger tag attached).
/// Later this can be refactored into a proper Plunger component if needed.
/// </summary>
[RegisterComponent, Access(typeof(SharedDrainSystem))]
public sealed class DrainComponent : Component
{
public const string SolutionName = "drainBuffer";
public const string PlungerTag = "Plunger";
[DataField("accumulator")]
public float Accumulator = 0f;
/// <summary>
/// Does this drain automatically absorb surrouding puddles? Or is it a drain designed to empty
/// solutions in it manually?
/// </summary>
[DataField("autoDrain"), ViewVariables(VVAccess.ReadOnly)]
public bool AutoDrain = true;
/// <summary>
/// How many units per second the drain can absorb from the surrounding puddles.
/// Divided by puddles, so if there are 5 puddles this will take 1/5 from each puddle.
@@ -28,7 +44,7 @@ public sealed class DrainComponent : Component
/// How many (unobstructed) tiles away the drain will
/// drain puddles from.
/// </summary>
[DataField("range")]
[DataField("range"), ViewVariables(VVAccess.ReadWrite)]
public float Range = 2f;
/// <summary>
@@ -37,4 +53,25 @@ public sealed class DrainComponent : Component
/// </summary>
[DataField("drainFrequency")]
public float DrainFrequency = 1f;
/// <summary>
/// How much time it takes to unclog it with a plunger
/// </summary>
[DataField("unclogDuration"), ViewVariables(VVAccess.ReadWrite)]
public float UnclogDuration = 1f;
/// <summary>
/// What's the probability of uncloging on each try
/// </summary>
[DataField("unclogProbability"), ViewVariables(VVAccess.ReadWrite)]
public float UnclogProbability = 0.3f;
[DataField("manualDrainSound"), ViewVariables(VVAccess.ReadOnly)]
public SoundSpecifier ManualDrainSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
[DataField("plungerSound"), ViewVariables(VVAccess.ReadOnly)]
public SoundSpecifier PlungerSound = new SoundPathSpecifier("/Audio/Items/Janitor/plunger.ogg");
[DataField("unclogSound"), ViewVariables(VVAccess.ReadOnly)]
public SoundSpecifier UnclogSound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
}