* delete skill trees
* Revert "delete skill trees"
This reverts commit 9d7fae73c4.
* learning refactor
* UI tweaks
* sword mastery skill
* telegraphy
* rapier mastery
* research table ui
* finish studing
* polish UI researching
* pyrokinetic
* more skill tree working
* heat adapt
* alchemist and metamagic update
* skill multiple effects support + metamagic bugg manapool
* impossible 😢
* skimitar gaming
* skimidi
* blacksmithing branch
* remove research restrictions
* remove species magic buff
* fix loc
* Update thaumaturgy.yml
* pip
* Delete skill_tree.yml
54 lines
2.1 KiB
C#
54 lines
2.1 KiB
C#
/*
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* This file is sublicensed under MIT License
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* https://github.com/space-wizards/space-station-14/blob/master/LICENSE.TXT
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*/
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using Content.Shared._CP14.Workbench.Prototypes;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared._CP14.Workbench;
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[ImplicitDataDefinitionForInheritors]
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[MeansImplicitUse]
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public abstract partial class CP14WorkbenchCraftRequirement
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{
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/// <summary>
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/// If true, failure to fulfill this condition will hide recipes from the possible craft workbench menu
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/// </summary>
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public abstract bool HideRecipe { get; set; }
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/// <summary>
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/// Here a check is made that the recipe as a whole can be fulfilled at the current moment. Do not add anything that affects gameplay here, and only perform checks here.
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/// </summary>
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/// <returns></returns>
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public abstract bool CheckRequirement(EntityManager entManager,
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IPrototypeManager protoManager,
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HashSet<EntityUid> placedEntities,
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EntityUid user);
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/// <summary>
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/// An event that is triggered after crafting. This is the place to put important things like removing items, spending stacks or other things.
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/// </summary>
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public abstract void PostCraft(EntityManager entManager,
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IPrototypeManager protoManager,
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HashSet<EntityUid> placedEntities,
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EntityUid user);
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/// <summary>
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/// This text will be displayed in the description of the craft recipe. Write something like ‘Wooden planks: х10’ here
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/// </summary>
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public abstract string GetRequirementTitle(IPrototypeManager protoManager);
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/// <summary>
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/// You can specify an icon generated from an entity. It will support layering, colour changes and other layer options. Return null to disable.
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/// </summary>
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public abstract EntityPrototype? GetRequirementEntityView(IPrototypeManager protoManager);
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/// <summary>
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/// You can specify the texture directly. Return null to disable.
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/// </summary>
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public abstract SpriteSpecifier? GetRequirementTexture(IPrototypeManager protoManager);
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}
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