Metamorphosis - FoodSequence 3 (#31012)

* setup some data

* cheeseburger recipe

* Update FoodSequenceSystem.cs

* finalize cheseburger recipe

* remove fun

* return old taco sprites

* full foodsequence data refactor

* return tacos

* well done

* add cutlets to burger

* chickenburger recipe

* +2 burger recipes

* more fun

* Update brain.png

* some slice produce added

* documentation

* watermelon

* skewer work

* flipping

* tomato

* skewer watermelon

* Update skewer.yml

* oopsie, ok, im go to sleep

* fix checks

* Update produce.yml

* screwed

* cheeeeeeeese

* all cooked meat added

* produce added

* aaaaand suppermatter

* key to Tag

* More

* proto string remove

* raw snail

* fix

* Update FoodMetamorphableByAddingComponent.cs

* fixes

* fix3

* fififififx
This commit is contained in:
Ed
2024-09-08 09:22:27 +03:00
committed by GitHub
parent 680b9c9cfb
commit 230ea9be46
49 changed files with 2282 additions and 1255 deletions

View File

@@ -1,55 +1,25 @@
using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Content.Shared.Nutrition.Prototypes;
using Content.Shared.Tag;
using Robust.Shared.Prototypes;
namespace Content.Shared.Nutrition.Components;
/// <summary>
/// Tndicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target.
/// Indicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target.
/// </summary>
[RegisterComponent, Access(typeof(SharedFoodSequenceSystem))]
public sealed partial class FoodSequenceElementComponent : Component
{
/// <summary>
/// the same object can be used in different sequences, and it will have a different sprite in different sequences.
/// The same object can be used in different sequences, and it will have a different data in then.
/// </summary>
[DataField(required: true)]
public Dictionary<string, FoodSequenceElementEntry> Entries = new();
public Dictionary<ProtoId<TagPrototype>, ProtoId<FoodSequenceElementPrototype>> Entries = new();
/// <summary>
/// which solution we will add to the main dish
/// Which solution we will add to the main dish
/// </summary>
[DataField]
public string Solution = "food";
/// <summary>
/// state used to generate the appearance of the added layer
/// </summary>
[DataField]
public SpriteSpecifier? Sprite;
}
[DataRecord, Serializable, NetSerializable]
public sealed class FoodSequenceElementEntry
{
/// <summary>
/// A localized name piece to build into the item name generator.
/// </summary>
public LocId? Name { get; set; } = null;
/// <summary>
/// overriding default sprite
/// </summary>
public SpriteSpecifier? Sprite { get; set; } = null;
/// <summary>
/// If the layer is the final one, it can be added over the limit, but no other layers can be added after it.
/// </summary>
public bool Final { get; set; } = false;
/// <summary>
/// the shear of a particular layer. Allows a little "randomization" of each layer.
/// </summary>
public Vector2 LocalOffset { get; set; } = Vector2.Zero;
}