* Returned functionality to industrial reagent grinders without un-nerfing recyclers * Limited industrial reagent grinder to only extractable solutions
140 lines
4.3 KiB
C#
140 lines
4.3 KiB
C#
using Content.Shared.Whitelist;
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using JetBrains.Annotations;
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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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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, AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(SharedMaterialReclaimerSystem))]
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public sealed partial 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, AutoNetworkedField, 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, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled = true;
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/// <summary>
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/// A master control for whether or not the recycler is broken and can function.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Broken;
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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, 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]
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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, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public float MaterialProcessRate = 100f;
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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, 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]
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public string? SolutionContainerId;
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/// <summary>
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/// If the reclaimer should attempt to reclaim all solutions or just drainable ones
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/// Difference between Recycler and Industrial Reagent Grinder
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/// </summary>
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[DataField]
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public bool OnlyReclaimDrainable = true;
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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]
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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]
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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]
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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]
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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(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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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]
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public TimeSpan SoundCooldown = TimeSpan.FromSeconds(0.8f);
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public EntityUid? 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, AutoNetworkedField]
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public int ItemsProcessed;
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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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Broken
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}
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[UsedImplicitly]
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public enum RecyclerVisualLayers : byte
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{
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Main
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}
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