* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
85 lines
3.2 KiB
C#
85 lines
3.2 KiB
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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namespace Content.Shared.Fluids.Components;
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/// <summary>
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/// A Drain allows an entity to absorb liquid in a disposal goal. Drains can be filled manually (with the Empty verb)
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/// or they can absorb puddles of liquid around them when AutoDrain is set to true.
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/// When the entity also has a SolutionContainerManager attached with a solution named drainBuffer, this solution
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/// gets filled until the drain is full.
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/// When the drain is full, it can be unclogged using a plunger (i.e. an entity with a Plunger tag attached).
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/// Later this can be refactored into a proper Plunger component if needed.
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/// </summary>
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[RegisterComponent, Access(typeof(SharedDrainSystem))]
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public sealed partial class DrainComponent : Component
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{
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public const string SolutionName = "drainBuffer";
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[ValidatePrototypeId<TagPrototype>]
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public const string PlungerTag = "Plunger";
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[DataField]
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public Entity<SolutionComponent>? Solution = null;
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[DataField("accumulator")]
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public float Accumulator = 0f;
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/// <summary>
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/// Does this drain automatically absorb surrouding puddles? Or is it a drain designed to empty
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/// solutions in it manually?
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/// </summary>
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[DataField("autoDrain"), ViewVariables(VVAccess.ReadOnly)]
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public bool AutoDrain = true;
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/// <summary>
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/// How many units per second the drain can absorb from the surrounding puddles.
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/// Divided by puddles, so if there are 5 puddles this will take 1/5 from each puddle.
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/// This will stay fixed to 1 second no matter what DrainFrequency is.
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/// </summary>
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[DataField("unitsPerSecond")]
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public float UnitsPerSecond = 6f;
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/// <summary>
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/// How many units are ejected from the buffer per second.
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/// </summary>
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[DataField("unitsDestroyedPerSecond")]
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public float UnitsDestroyedPerSecond = 3f;
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/// <summary>
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/// How many (unobstructed) tiles away the drain will
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/// drain puddles from.
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/// </summary>
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[DataField("range"), ViewVariables(VVAccess.ReadWrite)]
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public float Range = 2f;
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/// <summary>
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/// How often in seconds the drain checks for puddles around it.
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/// If the EntityQuery seems a bit unperformant this can be increased.
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/// </summary>
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[DataField("drainFrequency")]
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public float DrainFrequency = 1f;
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/// <summary>
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/// How much time it takes to unclog it with a plunger
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/// </summary>
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[DataField("unclogDuration"), ViewVariables(VVAccess.ReadWrite)]
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public float UnclogDuration = 1f;
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/// <summary>
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/// What's the probability of uncloging on each try
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/// </summary>
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[DataField("unclogProbability"), ViewVariables(VVAccess.ReadWrite)]
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public float UnclogProbability = 0.75f;
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[DataField("manualDrainSound"), ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier ManualDrainSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
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[DataField("plungerSound"), ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier PlungerSound = new SoundPathSpecifier("/Audio/Items/Janitor/plunger.ogg");
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[DataField("unclogSound"), ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier UnclogSound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
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}
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