* setup planting doafter * spawn plants after use seed * some work * move comps to separate folder * public check daylight * daylight plant energy regeneration * some fixes * bruh, im thinking * added ingame soil * added hoe * attaching plants * hoe system * block plant dublicating * some planting refactor * shovel as pant + soil remover * plant growing visualizer * soil resprite * split farming system to second partial class * update throught event refactor * tring sync update plant with update visuals * finish visual sync * plants growing * more partial splitting, naming work, clean up * Update FARMINGTEST.yml * Update FARMINGTEST.yml * fix typo * prototype value validating * Оно бухает воду! * solution visualizer in soil * forgot some fix * part of Tornado review fix * destroy RemovePlantComponent * more fixes * simple harvesting * refactor plant component values changing * harvest redo * gather on destroyByTool * sickle resprite * plant fading * fading per minute! * wheat sprites * YML restruct * fixes * auto root plants * add comments * move sprites * split structures from object textures * wheat farming! * Update CP14FarmingSystem.Interactions.cs * seedbed (#297) seedbed :^) * a * Update soil.yml --------- Co-authored-by: Jaraten <116667537+Jaraten@users.noreply.github.com>
64 lines
1.7 KiB
C#
64 lines
1.7 KiB
C#
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using Content.Shared.EntityList;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.Farming;
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/// <summary>
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/// Means that the plant can be harvested.
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/// </summary>
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[RegisterComponent]
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public sealed partial class CP14PlantGatherableComponent : Component
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{
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/// <summary>
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/// Whitelist for specifying the kind of tools can be used on a resource
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/// Supports multiple tags.
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/// </summary>
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[DataField(required: true)]
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public EntityWhitelist ToolWhitelist = new();
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/// <summary>
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/// YAML example below
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/// (Tag1, Tag2, LootTableID1, LootTableID2 are placeholders for example)
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/// --------------------
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/// useMappedLoot: true
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/// toolWhitelist:
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/// tags:
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/// - Tag1
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/// - Tag2
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/// loot:
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/// Tag1: LootTableID1
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/// Tag2: LootTableID2
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/// </summary>
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[DataField]
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public Dictionary<string, ProtoId<EntityLootTablePrototype>>? Loot = new();
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/// <summary>
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/// Random shift of the appearing entity during gathering
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/// </summary>
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[DataField]
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public float GatherOffset = 0.3f;
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[DataField]
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public TimeSpan Time = TimeSpan.FromSeconds(1f);
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/// <summary>
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/// after harvesting, should the plant be completely removed?
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/// </summary>
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[DataField]
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public bool DeleteAfterHarvest = false;
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/// <summary>
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/// after harvest, the growth level of the plant will be reduced by the specified value
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/// </summary>
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[DataField]
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public float GrowthCostHarvest = 0.4f;
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/// <summary>
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/// what level of growth does a plant need to have before it can be harvested?
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/// </summary>
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[DataField]
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public float GrowthLevelToHarvest = 0.9f;
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}
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