/// <summary>
/// The name of the solution to add to.
/// </summary>
- [DataField("solution", required: true), ViewVariables(VVAccess.ReadWrite)]
+ [DataField("solution", required: true)]
public string SolutionName = string.Empty;
/// <summary>
/// The solution to add reagents to.
/// </summary>
- [DataField("solutionRef")]
- public Entity<SolutionComponent>? Solution = null;
+ [DataField]
+ public Entity<SolutionComponent>? SolutionRef = null;
/// <summary>
/// The reagent(s) to be regenerated in the solution.
/// </summary>
- [DataField("generated", required: true), ViewVariables(VVAccess.ReadWrite)]
+ [DataField(required: true)]
public Solution Generated = default!;
/// <summary>
/// How long it takes to regenerate once.
/// </summary>
- [DataField("duration"), ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public TimeSpan Duration = TimeSpan.FromSeconds(1);
/// <summary>
/// The time when the next regeneration will occur.
/// </summary>
- [DataField("nextChargeTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
+ [DataField("nextChargeTime", customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextRegenTime = TimeSpan.FromSeconds(0);
}
// timer ignores if its full, it's just a fixed cycle
regen.NextRegenTime = _timing.CurTime + regen.Duration;
- if (_solutionContainer.ResolveSolution((uid, manager), regen.SolutionName, ref regen.Solution, out var solution))
+ if (_solutionContainer.ResolveSolution((uid, manager), regen.SolutionName, ref regen.SolutionRef, out var solution))
{
var amount = FixedPoint2.Min(solution.AvailableVolume, regen.Generated.Volume);
if (amount <= FixedPoint2.Zero)
generated = regen.Generated.Clone().SplitSolution(amount);
}
- _solutionContainer.TryAddSolution(regen.Solution.Value, generated);
+ _solutionContainer.TryAddSolution(regen.SolutionRef.Value, generated);
}
}
}
[DataField]
public Entity<SolutionComponent>? Solution = null;
- [DataField("accumulator")]
+ [DataField]
public float Accumulator = 0f;
/// <summary>
/// Does this drain automatically absorb surrouding puddles? Or is it a drain designed to empty
- /// solutions in it manually?
+ /// solutions in it manually?
/// </summary>
- [DataField("autoDrain"), ViewVariables(VVAccess.ReadOnly)]
+ [DataField]
public bool AutoDrain = true;
/// <summary>
/// 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("unitsPerSecond")]
+ [DataField]
public float UnitsPerSecond = 6f;
/// <summary>
/// How many units are ejected from the buffer per second.
/// </summary>
- [DataField("unitsDestroyedPerSecond")]
+ [DataField]
public float UnitsDestroyedPerSecond = 3f;
/// <summary>
/// How many (unobstructed) tiles away the drain will
/// drain puddles from.
/// </summary>
- [DataField("range"), ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public float Range = 2f;
/// <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("drainFrequency")]
+ [DataField]
public float DrainFrequency = 1f;
/// <summary>
/// How much time it takes to unclog it with a plunger
/// </summary>
- [DataField("unclogDuration"), ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public float UnclogDuration = 1f;
/// <summary>
/// What's the probability of uncloging on each try
/// </summary>
- [DataField("unclogProbability"), ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public float UnclogProbability = 0.75f;
- [DataField("manualDrainSound"), ViewVariables(VVAccess.ReadOnly)]
+ [DataField]
public SoundSpecifier ManualDrainSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
- [DataField("plungerSound"), ViewVariables(VVAccess.ReadOnly)]
+ [DataField]
public SoundSpecifier PlungerSound = new SoundPathSpecifier("/Audio/Items/Janitor/plunger.ogg");
- [DataField("unclogSound"), ViewVariables(VVAccess.ReadOnly)]
+ [DataField]
public SoundSpecifier UnclogSound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
}