* enum -> prototype * move sprites * more dirt sprites * some food data stucking fixing * pumpkin fix * pie move sprites * refactor components * pie refactor * remove outdated proto * new pie types * Update SliceableFoodSystem.cs * Refactor food cooking system and add fat flavor Added 'Fat' to the flavor profile. Refactored food cooking logic to use CreateFoodData and UpdateFoodDataVisuals instead of CookFood and ApplyFoodVisuals. Introduced RenameCooker property to CP14FoodCookerComponent to control entity renaming during cooking. Improved separation of food data creation and visual updates. * Update migration.yml * Refactor food visual and sliceable logic in cooking system Moved sliceable food logic from OnCookFinished to UpdateFoodDataVisuals for better encapsulation. Made UpdateFoodDataVisuals overridable and updated its usage in random food initialization. Added Rename field to CP14RandomFoodDataComponent and cleaned up unused BecomeSliceable field in CP14FoodCookerComponent. Updated pie_pan.yml to add SliceableFood and a new random food entity. * Update pie_pan.yml * fill levels
26 lines
693 B
C#
26 lines
693 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Nutrition.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class FlavorProfileComponent : Component
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{
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/// <summary>
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/// Localized string containing the base flavor of this entity.
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/// </summary>
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[DataField]
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public HashSet<string> Flavors { get; private set; } = new();
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/// <summary>
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/// Reagent IDs to ignore when processing this flavor profile. Defaults to nutriment.
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/// </summary>
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[DataField]
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public HashSet<string> IgnoreReagents { get; private set; } = new()
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{
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"Nutriment",
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"Vitamin",
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"Protein",
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"Fat", //CP14
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};
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}
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