Material Reclaimer (#14969)
* Material Reclaimer * Fix this test * autostack output, tweak volume, add upgrade examine * whitelist AND blacklist support why not * trying so hard to get this fucking test to work * EmoGarbage delves into MaterialArbitrageTest, never to return * VV and restore cloth to glory * make the system more robust * even more stuff has composition; add blacklist for important items * fix test fails * convert recycling * forgor :sadge: * lol * simply a modiCUM of doc commentary
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Content.Shared/Materials/ActiveMaterialReclaimerComponent.cs
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Content.Shared/Materials/ActiveMaterialReclaimerComponent.cs
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Materials;
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/// <summary>
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/// Tracker component for the process of reclaiming entities
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/// <seealso cref="MaterialReclaimerComponent"/>
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedMaterialReclaimerSystem))]
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public sealed class ActiveMaterialReclaimerComponent : Component
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{
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/// <summary>
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/// Container used to store the item currently being reclaimed
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Container ReclaimingContainer = default!;
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/// <summary>
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/// When the reclaiming process ends.
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/// </summary>
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[DataField("endTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan EndTime;
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/// <summary>
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/// The length of the reclaiming process.
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/// Used for calculations.
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/// </summary>
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[DataField("duration"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan Duration;
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}
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