Botany (#2357)
* plants and seeds go brrrr * update plants * P L A N T * brrrr * Hydroponics actually work! How about that? * Reuse resource path in visualizer * They lied to us. * Several stuffs * more werk * Add a bunch of plants * Logs go brr. * Brrr moment. * Remove unused method * Important comment. * Seed inventory, yo! * tomato moment * Balance consumption * Makes hydroponics pourable * Adds plant metabolism effect for sugar, the same as glucose. * Eggplant moment * Apple moment * Corn moment * Chanterelle mushroom moment * prototype tweaks * Seed extractor moment * typo * IPlantMetabolizable doc improvement * I should trust my gut instinct more often. * egg-plant..... * localization * Make WaterLevel and NutritionLevel setters private * Less code repetition! Wooo!
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@@ -2,10 +2,12 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -17,18 +19,22 @@ namespace Content.Server.GameObjects.Components
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{
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public override string Name => "Anchorable";
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Tool, "tool", ToolQuality.Anchoring);
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}
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[ViewVariables]
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public ToolQuality Tool { get; private set; } = ToolQuality.Anchoring;
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[ViewVariables]
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int IInteractUsing.Priority => 1;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Snap { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Tool, "tool", ToolQuality.Anchoring);
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serializer.DataField(this, x => x.Snap, "snap", false);
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}
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/// <summary>
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/// Checks if a tool can change the anchored status.
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/// </summary>
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@@ -73,6 +79,9 @@ namespace Content.Server.GameObjects.Components
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var physics = Owner.GetComponent<IPhysicsComponent>();
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physics.Anchored = true;
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if (Snap)
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Owner.SnapToGrid(SnapGridOffset.Center, Owner.EntityManager);
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return true;
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}
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