* Update shield.yml * Add soup bowls Introduced new bowl entities (wooden, iron, gold, copper) for soups, including their sprites and prototype definitions. Added 'Soup' to the CP14FoodType enum and updated the food holder logic. Removed the unused CP14Plate tag from plate.yml and misc.yml. * Add misc soup ingredient sprites and metadata Introduced new 32x32 sprites for various soup ingredients, including flyagaric, flylumish, lumish, meat, meat2, meat_salad, mole, mud, pumpkin, sawdust, trash, and veg_stew. Added corresponding meta.json with state definitions and licensing information. * veg soup recipe for testing * soup displacement maps * meal displacement eating * fix double cookin plates * soup cooking * Update cooking_pot.yml * Refactor solution handling for cooking and containers Updated solution component names and types for cooking pots, bowls, buckets, barrels, and wells to improve consistency and functionality. Added and removed solution-related components, adjusted transfer logic, and cleaned up unused solution states and visual metadata. Also added food type checks in cooking system to prevent incorrect transfers. * new soup recipes * Unit test * fix * trading requests * Update CP14Cooking.cs * Update CP14Cooking.cs * audio improve, egg and bread fix * fix bugs * integration
37 lines
1.0 KiB
C#
37 lines
1.0 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 Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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namespace Content.Shared._CP14.Cooking.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true, true), Access(typeof(CP14SharedCookingSystem))]
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public sealed partial class CP14FoodVisualsComponent : Component
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{
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/// <summary>
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/// What food is currently stored here?
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/// </summary>
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[DataField, AutoNetworkedField]
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public CP14FoodData? FoodData;
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[DataField]
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public int MaxDisplacementFillLevels = 8;
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[DataField]
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public string? DisplacementRsiPath = null;
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[DataField]
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public string? SolutionId;
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/// <summary>
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/// target layer, where new layers will be added. This allows you to control the order of generative layers and static layers.
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/// </summary>
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[DataField]
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public string TargetLayerMap = "cp14_foodLayers";
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public HashSet<string> RevealedLayers = new();
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}
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