* pricing check 1 * Update CP14Economy.cs * seed and dye * mini tweak * seed and test mithril * hammer and pickaxe * blade * expensive check * fix test * Update CP14Workbench.cs * misc * misc 2 * Update CP14Workbench.cs * Update CP14Workbench.cs * misc 3 * misc 4 * misc 5 * meat * food * dough * Clothing * misc * food 2 * food 3 * Wallpaper * Wallpape 2 * Floor * Floor 2 * carpet * plushie * Plushie 2 * meat 66 * food 4 * misc 9 * misc 10 * Bucket * meat 8 * meat 10 * rope * TagResource deleted * meat 11 * meat 12 * meat 13 * meat 14 * meat 15 * fix * meat 16 --------- Co-authored-by: Nimfar11 <nimfiar@gmail.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
72 lines
2.2 KiB
C#
72 lines
2.2 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 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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/// 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(IEntityManager entManager,
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IPrototypeManager protoManager,
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HashSet<EntityUid> placedEntities);
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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 virtual void PostCraft(IEntityManager entManager,
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IPrototypeManager protoManager,
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HashSet<EntityUid> placedEntities)
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{
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}
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public virtual double GetPrice(IEntityManager entManager,
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IPrototypeManager protoManager)
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{
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return 0;
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}
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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 virtual string GetRequirementTitle(IPrototypeManager protoManager)
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{
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return string.Empty;
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}
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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 virtual EntityPrototype? GetRequirementEntityView(IPrototypeManager protoManager)
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{
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return null;
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}
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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 virtual SpriteSpecifier? GetRequirementTexture(IPrototypeManager protoManager)
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{
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return null;
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}
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/// <summary>
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/// Optional, allows you to repaint the icon.
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/// </summary>
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public virtual Color GetRequirementColor(IPrototypeManager protoManager)
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{
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return Color.White;
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}
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}
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