Files
space-station-14/Content.Shared/Fluids/Components/DrainComponent.cs
Pok 51e7a39bad Predict DrainSystem (#41711)
* DrainSystem-move-to-shared

* random

* review

* review 2

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2026-01-09 14:18:07 +00:00

95 lines
3.4 KiB
C#

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;
/// <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, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
[Access(typeof(DrainSystem))]
public sealed partial class DrainComponent : Component
{
public const string SolutionName = "drainBuffer";
public static readonly ProtoId<TagPrototype> PlungerTag = "Plunger";
/// <summary>
/// The solution that the drain is using.
/// </summary>
[ViewVariables]
public Entity<SolutionComponent>? Solution = null;
/// <summary>
/// Next time the drain should perform its draining.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
public TimeSpan NextUpdate = TimeSpan.Zero;
/// <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 DrainInterval 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 the drain checks for puddles around it.
/// If the EntityQuery seems a bit unperformant this can be increased.
/// </summary>
[DataField]
public TimeSpan DrainInterval = TimeSpan.FromSeconds(1);
/// <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");
}