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# Description
Actually the bulk of this system's cost was in having these expensive
entity querries running on every frame, so instead of interrupting the
drain logic on a per drain basis, we interrupt the entire system of
querries itself globally, and cut off the main expense of the system at
its root source.
# Changelog
🆑
- tweak: Made some significant performance improvements to Drains.
75 lines
2.9 KiB
C#
75 lines
2.9 KiB
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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namespace Content.Shared.Fluids.Components;
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/// <summary>
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/// A Drain allows an entity to absorb liquid in a disposal goal. Drains can be filled manually (with the Empty verb)
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/// or they can absorb puddles of liquid around them when AutoDrain is set to true.
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/// When the entity also has a SolutionContainerManager attached with a solution named drainBuffer, this solution
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/// gets filled until the drain is full.
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/// When the drain is full, it can be unclogged using a plunger (i.e. an entity with a Plunger tag attached).
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/// Later this can be refactored into a proper Plunger component if needed.
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/// </summary>
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[RegisterComponent, Access(typeof(SharedDrainSystem))]
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public sealed partial class DrainComponent : Component
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{
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public const string SolutionName = "drainBuffer";
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[ValidatePrototypeId<TagPrototype>]
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public const string PlungerTag = "Plunger";
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[ViewVariables]
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public Entity<SolutionComponent>? Solution = null;
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/// <summary>
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/// Does this drain automatically absorb surrouding puddles? Or is it a drain designed to empty
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/// solutions in it manually?
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/// </summary>
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[DataField("autoDrain"), ViewVariables(VVAccess.ReadOnly)]
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public bool AutoDrain = true;
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/// <summary>
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/// How many units per second the drain can absorb from the surrounding puddles.
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/// Divided by puddles, so if there are 5 puddles this will take 1/5 from each puddle.
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/// This will stay fixed to 1 second no matter what DrainFrequency is.
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/// </summary>
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[DataField("unitsPerSecond")]
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public float UnitsPerSecond = 6f;
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/// <summary>
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/// How many units are ejected from the buffer per second.
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/// </summary>
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[DataField("unitsDestroyedPerSecond")]
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public float UnitsDestroyedPerSecond = 3f;
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/// <summary>
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/// How many (unobstructed) tiles away the drain will
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/// drain puddles from.
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/// </summary>
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[DataField("range"), ViewVariables(VVAccess.ReadWrite)]
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public float Range = 2f;
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/// <summary>
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/// How much time it takes to unclog it with a plunger
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/// </summary>
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[DataField("unclogDuration"), ViewVariables(VVAccess.ReadWrite)]
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public float UnclogDuration = 1f;
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/// <summary>
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/// What's the probability of uncloging on each try
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/// </summary>
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[DataField("unclogProbability"), ViewVariables(VVAccess.ReadWrite)]
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public float UnclogProbability = 0.75f;
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[DataField("manualDrainSound"), ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier ManualDrainSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
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[DataField("plungerSound"), ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier PlungerSound = new SoundPathSpecifier("/Audio/Items/Janitor/plunger.ogg");
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[DataField("unclogSound"), ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier UnclogSound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
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}
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