171 lines
5.6 KiB
C#
171 lines
5.6 KiB
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Materials;
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/// <summary>
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/// This is a machine that handles converting entities
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/// into the raw materials and chemicals that make them up.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedMaterialReclaimerSystem))]
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public sealed class MaterialReclaimerComponent : Component
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{
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/// <summary>
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/// Whether or not the machine has power. We put it here
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/// so we can network and predict it.
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/// </summary>
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[DataField("powered"), ViewVariables(VVAccess.ReadWrite)]
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public bool Powered;
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/// <summary>
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/// An "enable" toggle for things like interfacing with machine linking
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/// </summary>
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[DataField("enabled"), ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled = true;
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/// <summary>
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/// How efficiently the materials are reclaimed.
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/// In practice, a multiplier per material when calculating the output of the reclaimer.
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/// </summary>
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[DataField("efficiency"), ViewVariables(VVAccess.ReadWrite)]
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public float Efficiency = 1f;
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/// <summary>
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/// Whether or not the process
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/// speed scales with the amount of materials being processed
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/// or if it's just <see cref="MinimumProcessDuration"/>
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/// </summary>
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[DataField("scaleProcessSpeed")]
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public bool ScaleProcessSpeed = true;
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/// <summary>
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/// How quickly it takes to consume X amount of materials per second.
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/// For example, with a rate of 50, an entity with 100 total material takes 2 seconds to process.
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/// </summary>
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[DataField("baseMaterialProcessRate"), ViewVariables(VVAccess.ReadWrite)]
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public float BaseMaterialProcessRate = 100f;
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/// <summary>
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/// How quickly it takes to consume X amount of materials per second.
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/// For example, with a rate of 50, an entity with 100 total material takes 2 seconds to process.
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/// </summary>
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[DataField("materialProcessRate"), ViewVariables(VVAccess.ReadWrite)]
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public float MaterialProcessRate = 100f;
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/// <summary>
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/// Machine part whose rating modifies <see cref="MaterialProcessRate"/>
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/// </summary>
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[DataField("machinePartProcessRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>)), ViewVariables(VVAccess.ReadWrite)]
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public string MachinePartProcessRate = "Manipulator";
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/// <summary>
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/// How much the machine part quality affects the <see cref="MaterialProcessRate"/>
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/// </summary>
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[DataField("partRatingProcessRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
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public float PartRatingProcessRateMultiplier = 1.5f;
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/// <summary>
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/// The minimum amount fo time it can take to process an entity.
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/// this value supercedes the calculated one using <see cref="MaterialProcessRate"/>
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/// </summary>
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[DataField("minimumProcessDuration"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan MinimumProcessDuration = TimeSpan.FromSeconds(0.5f);
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/// <summary>
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/// The id of our output solution
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/// </summary>
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[DataField("solutionContainerId"), ViewVariables(VVAccess.ReadWrite)]
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public string SolutionContainerId = "output";
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/// <summary>
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/// The solution itself.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Solution OutputSolution = default!;
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/// <summary>
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/// a whitelist for what entities can be inserted into this reclaimer
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/// </summary>
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[DataField("whitelist")]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// a blacklist for what entities cannot be inserted into this reclaimer
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/// </summary>
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[DataField("blacklist")]
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public EntityWhitelist? Blacklist;
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/// <summary>
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/// The sound played when something is being processed.
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/// </summary>
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[DataField("sound")]
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public SoundSpecifier? Sound;
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/// <summary>
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/// whether or not we cut off the sound early when the reclaiming ends.
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/// </summary>
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[DataField("cutOffSound")]
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public bool CutOffSound = true;
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/// <summary>
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/// When the next sound will be allowed to be played. Used to prevent spam.
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/// </summary>
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[DataField("nextSound", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextSound;
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/// <summary>
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/// Minimum time inbetween each <see cref="Sound"/>
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/// </summary>
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[DataField("soundCooldown")]
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public TimeSpan SoundCooldown = TimeSpan.FromSeconds(0.8f);
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public IPlayingAudioStream? Stream;
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/// <summary>
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/// A counter of how many items have been processed
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/// </summary>
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/// <remarks>
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/// I saw this on the recycler and i'm porting it because it's cute af
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/// </remarks>
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[DataField("itemsProcessed")]
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public int ItemsProcessed;
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}
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[Serializable, NetSerializable]
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public sealed class MaterialReclaimerComponentState : ComponentState
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{
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public bool Powered;
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public bool Enabled;
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public float MaterialProcessRate;
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public int ItemsProcessed;
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public MaterialReclaimerComponentState(bool powered, bool enabled, float materialProcessRate, int itemsProcessed)
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{
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Powered = powered;
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Enabled = enabled;
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MaterialProcessRate = materialProcessRate;
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ItemsProcessed = itemsProcessed;
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}
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}
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[NetSerializable, Serializable]
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public enum RecyclerVisuals
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{
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Bloody
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}
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public enum RecyclerVisualLayers : byte
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{
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Main,
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Bloody
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}
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