2024-08-14 16:04:00 +03:00
|
|
|
using System.Numerics;
|
2024-08-10 22:31:32 +03:00
|
|
|
using Content.Shared.Nutrition.EntitySystems;
|
|
|
|
|
using Robust.Shared.Serialization;
|
|
|
|
|
using Robust.Shared.Utility;
|
|
|
|
|
|
|
|
|
|
namespace Content.Shared.Nutrition.Components;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Tndicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[RegisterComponent, Access(typeof(SharedFoodSequenceSystem))]
|
|
|
|
|
public sealed partial class FoodSequenceElementComponent : Component
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// the same object can be used in different sequences, and it will have a different sprite in different sequences.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[DataField(required: true)]
|
|
|
|
|
public Dictionary<string, FoodSequenceElementEntry> Entries = new();
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// which solution we will add to the main dish
|
|
|
|
|
/// </summary>
|
|
|
|
|
[DataField]
|
|
|
|
|
public string Solution = "food";
|
2024-08-14 16:04:00 +03:00
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// state used to generate the appearance of the added layer
|
|
|
|
|
/// </summary>
|
|
|
|
|
[DataField]
|
|
|
|
|
public SpriteSpecifier? Sprite;
|
2024-08-10 22:31:32 +03:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[DataRecord, Serializable, NetSerializable]
|
2024-08-14 16:04:00 +03:00
|
|
|
public sealed class FoodSequenceElementEntry
|
2024-08-10 22:31:32 +03:00
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// A localized name piece to build into the item name generator.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public LocId? Name { get; set; } = null;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
2024-08-14 16:04:00 +03:00
|
|
|
/// overriding default sprite
|
2024-08-10 22:31:32 +03:00
|
|
|
/// </summary>
|
|
|
|
|
public SpriteSpecifier? Sprite { get; set; } = null;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// If the layer is the final one, it can be added over the limit, but no other layers can be added after it.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public bool Final { get; set; } = false;
|
2024-08-14 16:04:00 +03:00
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// the shear of a particular layer. Allows a little "randomization" of each layer.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public Vector2 LocalOffset { get; set; } = Vector2.Zero;
|
2024-08-10 22:31:32 +03:00
|
|
|
}
|