* adding stuff cuz new computer * removed unused materials * remove unused materials and such, lathe things * material volume no longer hardcoded * fixed mining system * add 5 stacks of materials, and add them to the ore processor * fix copyright for ores and handdrill * comma momma * whyyyyy * more fixes to make the yaml linter happy * i should get my eyes checked * silver proper * more cleanup * leftovers * remove more references to material doors * couldn't bear to be without bearhide * added uranium, added more lathe recipes * copyright fix, stack fix * ore processor sprite and such * ore processing some binches * MaterialCotton removal * 1 uranium ore means 1 sheet * fix merge conflict? idk * time to ketchup * lathe recognizes material volume again * yaml cleanup * forgot to remove adamantine lol * re-added diamond for now * diamond stacks * functional ore processor * added ignoreColor to lathe visuals * ore processor machine board * add board to industrial tech and circuit printer * provided lathes their whitelists * fix wonky ore spawning, added insert sound to lathe, adjusted ore chance * re-added ore processor * typos and cleanup * Update Content.Client/Lathe/LatheSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Lathe/LatheSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * revert mapchange * VV ignorecolor, pass entitymanager, move canceltoken to pickaxe, removed foreach from orespawn * actually null canceltoken * remove five-stacks, ore processor produces full stacks or single sheets/ingots * VV proper * adjust ore chances * readd Cotton * Update Content.Server/Mining/MineableSystem.cs * tweaks * Material is now dict (material, volume) * removed unused property * Space crystal -> space quartz * forgor asteroid space quartz Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
using System.Threading;
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using Content.Shared.Damage;
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using Content.Shared.Sound;
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namespace Content.Server.Mining.Components
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{
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/// <summary>
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/// When interacting with an <see cref="MineableComponent"/> allows it to spawn entities.
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/// </summary>
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[RegisterComponent]
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public sealed class PickaxeComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sound")]
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public SoundSpecifier MiningSound { get; set; } = new SoundPathSpecifier("/Audio/Items/Mining/pickaxe.ogg");
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("timeMultiplier")]
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public float MiningTimeMultiplier { get; set; } = 1f;
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/// <summary>
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/// What damage should be given to objects when
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/// mined using a pickaxe?
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/// </summary>
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[DataField("damage", required: true)]
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public DamageSpecifier Damage { get; set; } = default!;
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/// <summary>
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/// How many entities can this pickaxe mine at once?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxEntities")]
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public int MaxMiningEntities = 1;
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[ViewVariables]
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public readonly Dictionary<EntityUid, CancellationTokenSource> MiningEntities = new();
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}
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}
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