Files
tbd-station-14/Content.Shared/Fluids/Components/DrainComponent.cs
IProduceWidgets 550c423181 Clean up solution regen and drain comps (#29777)
* clean up solution regen and drain comps

* Tape applied.

* Update Content.Server/Chemistry/Components/SolutionRegenerationComponent.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* remain entity

* That has to be a rogue test fail.

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-09-19 12:17:13 +10:00

85 lines
2.8 KiB
C#

using Content.Shared.Chemistry.Components;
using Content.Shared.Tag;
using Robust.Shared.Audio;
namespace Content.Shared.Fluids.Components;
/// <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 partial class DrainComponent : Component
{
public const string SolutionName = "drainBuffer";
[ValidatePrototypeId<TagPrototype>]
public const string PlungerTag = "Plunger";
[DataField]
public Entity<SolutionComponent>? Solution = null;
[DataField]
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]
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.
/// This will stay fixed to 1 second no matter what DrainFrequency is.
/// </summary>
[DataField]
public float UnitsPerSecond = 6f;
/// <summary>
/// How many units are ejected from the buffer per second.
/// </summary>
[DataField]
public float UnitsDestroyedPerSecond = 3f;
/// <summary>
/// How many (unobstructed) tiles away the drain will
/// drain puddles from.
/// </summary>
[DataField]
public float Range = 2f;
/// <summary>
/// How often in seconds the drain checks for puddles around it.
/// If the EntityQuery seems a bit unperformant this can be increased.
/// </summary>
[DataField]
public float DrainFrequency = 1f;
/// <summary>
/// How much time it takes to unclog it with a plunger
/// </summary>
[DataField]
public float UnclogDuration = 1f;
/// <summary>
/// What's the probability of uncloging on each try
/// </summary>
[DataField]
public float UnclogProbability = 0.75f;
[DataField]
public SoundSpecifier ManualDrainSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
[DataField]
public SoundSpecifier PlungerSound = new SoundPathSpecifier("/Audio/Items/Janitor/plunger.ogg");
[DataField]
public SoundSpecifier UnclogSound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
}