Custom Taco & Kebabs - FoodSequence 2 (#30905)

* control layer ordering

* sprite update

* taco!

* taco naming gen

* fix separator naming

* some proto fixes

* default naming separation

* fix taco naming

* rat update

* hamsterburger

* organs taco

* remove from spawners

* fixes

* fix separators and lemons

* Update food-sequence.ftl

* randomization offset

* fix

* kebabs refactor

* fix

* skewer weapon

* Update food_single.yml

* Update migration.yml

* suppermatter

* hamlet centered

* hamsburger

* Update dead-0.png

* 20 -> 4 burger layers max

* Update burger.yml

* canReact: false

* capfruit update

* Update burger.yml

* Update burger.yml

* Update produce.yml

* some fixes

* Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* chicken

* Update food-sequence.ftl

* documentation

* fixes

* Update meat.yml

* Update meat.yml

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Ed
2024-08-14 16:04:00 +03:00
committed by GitHub
parent 8ac0246998
commit e659eb992f
74 changed files with 1138 additions and 1127 deletions

View File

@@ -1,3 +1,4 @@
using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
@@ -21,10 +22,16 @@ public sealed partial class FoodSequenceElementComponent : Component
/// </summary>
[DataField]
public string Solution = "food";
/// <summary>
/// state used to generate the appearance of the added layer
/// </summary>
[DataField]
public SpriteSpecifier? Sprite;
}
[DataRecord, Serializable, NetSerializable]
public partial record struct FoodSequenceElementEntry()
public sealed class FoodSequenceElementEntry
{
/// <summary>
/// A localized name piece to build into the item name generator.
@@ -32,7 +39,7 @@ public partial record struct FoodSequenceElementEntry()
public LocId? Name { get; set; } = null;
/// <summary>
/// state used to generate the appearance of the added layer
/// overriding default sprite
/// </summary>
public SpriteSpecifier? Sprite { get; set; } = null;
@@ -40,4 +47,9 @@ public partial record struct FoodSequenceElementEntry()
/// 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;
/// <summary>
/// the shear of a particular layer. Allows a little "randomization" of each layer.
/// </summary>
public Vector2 LocalOffset { get; set; } = Vector2.Zero;
}

View File

@@ -1,7 +1,6 @@
using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Nutrition.Components;
@@ -49,18 +48,57 @@ public sealed partial class FoodSequenceStartPointComponent : Component
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 LocId? ContentSeparator;
public string? ContentSeparator;
/// <summary>
/// the part of the name generation used in the pattern
/// </summary>
[DataField]
public LocId? NameSuffix;
}