* Rename SolutionContainerCaps -> Capability * Move IExamine event to Chemistry System. * ECS the ISolutionChange into SolutionChangeEvent * Unify SolutionContainer into a single shared component * Replace ISolutionInteraction with SolutionContainerComponent * Move all methods from SolutionContainer to ChemistrySystem * Refactor EntitySystem calls to Dependencies * Refactor SolutionContainer to SolutionManager * Fix yamls * Fix test fails * Fix post merge issues * Fix various issues with SolutionManager * More fixes * Fix more components * Fix events not being directed * Fixes for Hypospray * Separate removal and iteration on Metabolism * Fix creampie problems * Address some of sloth's issues * Refactors for Systems * Refactored solution location * Fix tests * Address more sloth issues * Fix dependency * Fix merge conflicts * Add xmldocs for Capabilities components * Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable * Replace Grindable/Juiceable with Extractable * Refactor field names * Fix Drainable * Fix some issues with spillable and injector * Fix issues with Grinder * Fix Beaker having duplicate solutions * Fix foaming * Address some MGS issues * Fix Uid issues * Fix errors in solution Tranfer * Fixed some extra values constant values * Cola is drinkable now
45 lines
2.1 KiB
C#
45 lines
2.1 KiB
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.Kitchen.Components;
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using Content.Shared.Sound;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Kitchen.Components
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{
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/// <summary>
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/// The combo reagent grinder/juicer. The reason why grinding and juicing are seperate is simple,
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/// think of grinding as a utility to break an object down into its reagents. Think of juicing as
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/// converting something into its single juice form. E.g, grind an apple and get the nutriment and sugar
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/// it contained, juice an apple and get "apple juice".
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/// </summary>
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[RegisterComponent]
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public class ReagentGrinderComponent : SharedReagentGrinderComponent
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{
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[ViewVariables] public ContainerSlot BeakerContainer = default!;
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/// <summary>
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/// Can be null since we won't always have a beaker in the grinder.
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/// </summary>
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[ViewVariables] public Solution? HeldBeaker = default!;
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/// <summary>
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/// Contains the things that are going to be ground or juiced.
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/// </summary>
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[ViewVariables] public Container Chamber = default!;
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/// <summary>
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/// Is the machine actively doing something and can't be used right now?
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/// </summary>
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public bool Busy;
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//YAML serialization vars
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[ViewVariables(VVAccess.ReadWrite)] [DataField("chamberCapacity")] public int StorageCap = 16;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("workTime")] public int WorkTime = 3500; //3.5 seconds, completely arbitrary for now.
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[DataField("clickSound")] public SoundSpecifier ClickSound { get; set; } = new SoundPathSpecifier("/Audio/Machines/machine_switch.ogg");
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[DataField("grindSound")] public SoundSpecifier GrindSound { get; set; } = new SoundPathSpecifier("/Audio/Machines/blender.ogg");
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[DataField("juiceSound")] public SoundSpecifier JuiceSound { get; set; } = new SoundPathSpecifier("/Audio/Machines/juicer.ogg");
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}
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}
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