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crystall-punk-14/Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

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using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Shared.Nutrition.Components;
/// <summary>
/// A starting point for the creation of procedural food.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedFoodSequenceSystem))]
public sealed partial class FoodSequenceStartPointComponent : Component
{
/// <summary>
/// A key that determines which types of food elements can be attached to a food.
/// </summary>
[DataField(required: true)]
public string Key = string.Empty;
/// <summary>
/// The maximum number of layers of food that can be placed on this item.
/// </summary>
[DataField]
public int MaxLayers = 10;
/// <summary>
/// Start shift from the center of the sprite where the first layer of food will be placed.
/// </summary>
[DataField]
public Vector2 StartPosition = Vector2.Zero;
/// <summary>
/// Shift from the start position applied to each subsequent layer.
/// </summary>
[DataField]
public Vector2 Offset = Vector2.Zero;
/// <summary>
/// Can we put more layers?
/// </summary>
[DataField]
public bool Finished;
/// <summary>
/// list of sprite states to be displayed on this object.
/// </summary>
[DataField, AutoNetworkedField]
public List<FoodSequenceElementEntry> FoodLayers = new();
public HashSet<string> RevealedLayers = new();
/// <summary>
/// target layer, where new layers will be added. This allows you to control the order of generative layers and static layers.
/// </summary>
[DataField]
public string TargetLayerMap = "foodSequenceLayers";
/// <summary>
/// If true, the generative layers will be placed in reverse order.
/// </summary>
[DataField]
public bool InverseLayers;
/// <summary>
/// each layer will get a random offset in the specified range
/// </summary>
[DataField]
public Vector2 MaxLayerOffset = Vector2.Zero;
/// <summary>
/// each layer will get a random offset in the specified range
/// </summary>
[DataField]
public Vector2 MinLayerOffset = Vector2.Zero;
/// <summary>
/// solution where reagents will be added from newly added ingredients
/// </summary>
[DataField]
public string Solution = "food";
/// <summary>
/// LocId with a name generation pattern.
/// </summary>
[DataField]
public LocId? NameGeneration;
/// <summary>
/// the part of the name generation used in the pattern
/// </summary>
[DataField]
public LocId? NamePrefix;
/// <summary>
/// content in the form of all added ingredients will be separated by these symbols
/// </summary>
[DataField]
public string? ContentSeparator;
/// <summary>
/// the part of the name generation used in the pattern
/// </summary>
[DataField]
public LocId? NameSuffix;
}