Files
tbd-station-14/Content.Shared/Materials/MaterialReclaimerComponent.cs
TemporalOroboros d75e743dd7 Solution Entities (#21916)
* 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>
2023-12-28 17:58:14 -08:00

145 lines
4.6 KiB
C#

using Content.Shared.Construction.Prototypes;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
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]
[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>
/// 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, ViewVariables(VVAccess.ReadWrite)]
public float BaseMaterialProcessRate = 100f;
/// <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>
/// Machine part whose rating modifies <see cref="MaterialProcessRate"/>
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public ProtoId<MachinePartPrototype> MachinePartProcessRate = "Manipulator";
/// <summary>
/// How much the machine part quality affects the <see cref="MaterialProcessRate"/>
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float PartRatingProcessRateMultiplier = 1.5f;
/// <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, ViewVariables(VVAccess.ReadWrite)]
public string SolutionContainerId = "output";
/// <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))]
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
}
public enum RecyclerVisualLayers : byte
{
Main,
Bloody
}