using Content.Shared.Chemistry.Components; using Content.Shared.Fluids.EntitySystems; using Content.Shared.Tag; using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Fluids.Components; /// /// 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. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause] [Access(typeof(DrainSystem))] public sealed partial class DrainComponent : Component { public const string SolutionName = "drainBuffer"; public static readonly ProtoId PlungerTag = "Plunger"; /// /// The solution that the drain is using. /// [ViewVariables] public Entity? Solution = null; /// /// Next time the drain should perform its draining. /// [DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField] public TimeSpan NextUpdate = TimeSpan.Zero; /// /// If true, automatically transfers solutions from nearby puddles and drains them. True for floor drains; /// false for things like toilets and sinks. /// [DataField] public bool AutoDrain = true; /// /// 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 DrainInterval is. /// [DataField] public float UnitsPerSecond = 6f; /// /// How many units are ejected from the buffer per second. /// [DataField] public float UnitsDestroyedPerSecond = 3f; /// /// How many (unobstructed) tiles away the drain will /// drain puddles from. /// [DataField] public float Range = 2.5f; /// /// How often the drain checks for puddles around it. /// If the EntityQuery seems a bit unperformant this can be increased. /// [DataField] public TimeSpan DrainInterval = TimeSpan.FromSeconds(1); /// /// How much time it takes to unclog it with a plunger /// [DataField] public float UnclogDuration = 1f; /// /// What's the probability of uncloging on each try /// [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"); }