using Content.Shared.Chemistry.EntitySystems; using Content.Shared.Chemistry.Reagent; using Content.Shared.FixedPoint; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Chemistry.Components; /// /// Passively decreases a solution's quantity of reagent(s). /// [RegisterComponent, AutoGenerateComponentPause] [NetworkedComponent, AutoGenerateComponentState] [Access(typeof(SolutionPurgeSystem))] public sealed partial class SolutionPurgeComponent : Component { /// /// The name of the solution to detract from. /// [DataField(required: true)] public string Solution = string.Empty; /// /// The reagent(s) to be ignored when purging the solution /// [DataField] public List> Preserve = []; /// /// Amount of reagent(s) that are purged /// [DataField(required: true)] public FixedPoint2 Quantity; /// /// How long it takes to purge once. /// [DataField] public TimeSpan Duration = TimeSpan.FromSeconds(1); /// /// The time when the next purge will occur. /// [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))] [AutoPausedField, AutoNetworkedField] public TimeSpan NextPurgeTime; }