Files
tbd-station-14/Content.Shared/Fluids/Components/EvaporationComponent.cs
Jajsha a6741e42c1 Un-Hardcode water evaporation & mopping behavior (#33399)
* Un-harcode slipperiness

* Make it actually work

* Prettyfy

* Cleanup GetEvaporatingReagents

* Fix mopping with space lube + wrong solutions in absorbance

* Remove LINQ and rename parameters

* Change evaporation speed to fixedpoint2

* Add evaporating speed functionality

* Remove unused imports

* Swap around reagent evaporation speed and puddle evaporation speed.

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2025-04-18 20:11:28 -04:00

26 lines
933 B
C#

using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Fluids.Components;
/// <summary>
/// Added to puddles that contain water so it may evaporate over time.
/// </summary>
[NetworkedComponent]
[RegisterComponent, Access(typeof(SharedPuddleSystem))]
public sealed partial class EvaporationComponent : Component
{
/// <summary>
/// The next time we remove the EvaporationSystem reagent amount from this entity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("nextTick", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextTick = TimeSpan.Zero;
/// <summary>
/// Evaporation factor. Multiplied by the evaporating speed of the reagent.
/// </summary>
[DataField("evaporationAmount")]
public FixedPoint2 EvaporationAmount = FixedPoint2.New(1);
}