Files
tbd-station-14/Content.Shared/Materials/MaterialReclaimerComponent.cs
slarticodefast 85158a3d48 Fix industrial reagent grinder bug, second attempt (#39690)
* fix recycler 3

* Update Resources/Prototypes/Entities/Structures/Machines/reagent_grinder.yml
2025-08-16 21:54:15 +02:00

154 lines
4.7 KiB
C#

using Content.Shared.Whitelist;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Materials;
/// <summary>
/// This is a machine that handles converting entities
/// into the raw materials and chemicals that make them up.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
[Access(typeof(SharedMaterialReclaimerSystem))]
public sealed partial class MaterialReclaimerComponent : Component
{
/// <summary>
/// Whether or not the machine has power. We put it here
/// so we can network and predict it.
/// </summary>
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public bool Powered;
/// <summary>
/// An "enable" toggle for things like interfacing with machine linking
/// </summary>
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public bool Enabled = true;
/// <summary>
/// A master control for whether or not the recycler is broken and can function.
/// </summary>
[DataField, AutoNetworkedField]
public bool Broken;
/// <summary>
/// How efficiently the materials are reclaimed.
/// In practice, a multiplier per material when calculating the output of the reclaimer.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float Efficiency = 1f;
/// <summary>
/// Whether or not the process
/// speed scales with the amount of materials being processed
/// or if it's just <see cref="MinimumProcessDuration"/>
/// </summary>
[DataField]
public bool ScaleProcessSpeed = true;
/// <summary>
/// How quickly it takes to consume X amount of materials per second.
/// For example, with a rate of 50, an entity with 100 total material takes 2 seconds to process.
/// </summary>
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public float MaterialProcessRate = 100f;
/// <summary>
/// The minimum amount fo time it can take to process an entity.
/// this value supercedes the calculated one using <see cref="MaterialProcessRate"/>
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan MinimumProcessDuration = TimeSpan.FromSeconds(0.5f);
/// <summary>
/// The id of our output solution
/// </summary>
[DataField]
public string? SolutionContainerId;
/// <summary>
/// Can this reclaimer reclaim materials?
/// They will be spawned as material stacks.
/// </summary>
[DataField]
public bool ReclaimMaterials = true;
/// <summary>
/// Can this reclaimer reclaim solutions?
/// The reclaimed reagents will be stored in a buffer or spilled on the ground if that is full.
/// </summary>
[DataField]
public bool ReclaimSolutions = true;
/// <summary>
/// If the reclaimer should attempt to reclaim all solutions or just drainable ones
/// Difference between Recycler and Industrial Reagent Grinder
/// </summary>
[DataField]
public bool OnlyReclaimDrainable = true;
/// <summary>
/// a whitelist for what entities can be inserted into this reclaimer
/// </summary>
[DataField]
public EntityWhitelist? Whitelist;
/// <summary>
/// a blacklist for what entities cannot be inserted into this reclaimer
/// </summary>
[DataField]
public EntityWhitelist? Blacklist;
/// <summary>
/// The sound played when something is being processed.
/// </summary>
[DataField]
public SoundSpecifier? Sound;
/// <summary>
/// whether or not we cut off the sound early when the reclaiming ends.
/// </summary>
[DataField]
public bool CutOffSound = true;
/// <summary>
/// When the next sound will be allowed to be played. Used to prevent spam.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextSound;
/// <summary>
/// Minimum time inbetween each <see cref="Sound"/>
/// </summary>
[DataField]
public TimeSpan SoundCooldown = TimeSpan.FromSeconds(0.8f);
public EntityUid? Stream;
/// <summary>
/// A counter of how many items have been processed
/// </summary>
/// <remarks>
/// I saw this on the recycler and i'm porting it because it's cute af
/// </remarks>
[DataField, AutoNetworkedField]
public int ItemsProcessed;
}
[NetSerializable, Serializable]
public enum RecyclerVisuals
{
Bloody,
Broken
}
[UsedImplicitly]
public enum RecyclerVisualLayers : byte
{
Main
}