using Content.Shared.Chemistry.Components; using Content.Shared.Tag; using Robust.Shared.Audio; using Content.Shared.Fluids; namespace Content.Shared._NF.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, Access(typeof(SharedDrainSystem))] public sealed partial class AdvDrainComponent : Component { public const string SolutionName = "drainBuffer"; [ValidatePrototypeId] public const string PlungerTag = "Plunger"; [ViewVariables] public Entity? Solution = null; [DataField] public float Accumulator = 0f; /// /// Does this drain automatically absorb surrouding puddles? Or is it a drain designed to empty /// solutions in it manually? /// [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 DrainFrequency is. /// [DataField] public float UnitsPerSecond = 20f; /// /// How many units are ejected from the buffer per second. /// [DataField] public float UnitsDestroyedPerSecond = 15f; /// /// Threshold of volume to begin destroying from the buffer. The effective capacity of the drain. /// [DataField] public float UnitsDestroyedThreshold = 600f; /// /// How many (unobstructed) tiles away the drain will /// drain puddles from. /// [DataField] public float Range = 2.5f; /// /// How often in seconds the drain checks for puddles around it. /// If the EntityQuery seems a bit unperformant this can be increased. /// [DataField] public float DrainFrequency = 1f; /// /// How many watts does the device need? /// [DataField] public float Wattage = 15f; [DataField] public SoundSpecifier ManualDrainSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg"); }