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- using Content.Shared.Chemistry.Components;
- using Content.Shared.Tag;
- using Robust.Shared.Audio;
- namespace Content.Shared.Fluids.Components;
- /// <summary>
- /// A Drain allows an entity to absorb liquid in a disposal goal. Drains can be filled manually (with the Empty verb)
- /// or they can absorb puddles of liquid around them when AutoDrain is set to true.
- /// When the entity also has a SolutionContainerManager attached with a solution named drainBuffer, this solution
- /// gets filled until the drain is full.
- /// When the drain is full, it can be unclogged using a plunger (i.e. an entity with a Plunger tag attached).
- /// Later this can be refactored into a proper Plunger component if needed.
- /// </summary>
- [RegisterComponent, Access(typeof(SharedDrainSystem))]
- public sealed partial class DrainComponent : Component
- {
- public const string SolutionName = "drainBuffer";
- [ValidatePrototypeId<TagPrototype>]
- public const string PlungerTag = "Plunger";
- [ViewVariables]
- public Entity<SolutionComponent>? Solution = null;
- [DataField]
- public float Accumulator = 0f;
- /// <summary>
- /// If true, automatically transfers solutions from nearby puddles and drains them. True for floor drains;
- /// false for things like toilets and sinks.
- /// </summary>
- [DataField]
- public bool AutoDrain = true;
- /// <summary>
- /// How many units per second the drain can absorb from the surrounding puddles.
- /// Divided by puddles, so if there are 5 puddles this will take 1/5 from each puddle.
- /// This will stay fixed to 1 second no matter what DrainFrequency is.
- /// </summary>
- [DataField]
- public float UnitsPerSecond = 6f;
- /// <summary>
- /// How many units are ejected from the buffer per second.
- /// </summary>
- [DataField]
- public float UnitsDestroyedPerSecond = 3f;
- /// <summary>
- /// How many (unobstructed) tiles away the drain will
- /// drain puddles from.
- /// </summary>
- [DataField]
- public float Range = 2.5f;
- /// <summary>
- /// How often in seconds the drain checks for puddles around it.
- /// If the EntityQuery seems a bit unperformant this can be increased.
- /// </summary>
- [DataField]
- public float DrainFrequency = 1f;
- /// <summary>
- /// How much time it takes to unclog it with a plunger
- /// </summary>
- [DataField]
- public float UnclogDuration = 1f;
- /// <summary>
- /// What's the probability of uncloging on each try
- /// </summary>
- [DataField]
- public float UnclogProbability = 0.75f;
- [DataField]
- public SoundSpecifier ManualDrainSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
- [DataField]
- public SoundSpecifier PlungerSound = new SoundPathSpecifier("/Audio/Items/Janitor/plunger.ogg");
- [DataField]
- public SoundSpecifier UnclogSound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
- }
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