52 lines
1.8 KiB
C#
52 lines
1.8 KiB
C#
using Content.Shared.DragDrop;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Nutrition.Components
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{
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/// <summary>
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/// Indicates that the entity can be thrown on a kitchen spike for butchering.
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/// </summary>
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[RegisterComponent]
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public sealed class SharedButcherableComponent : Component, IDraggable
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{
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//TODO: List for sub-products like animal-hides, organs and etc?
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[ViewVariables]
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[DataField("spawned", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string SpawnedPrototype = "FoodMeat";
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[ViewVariables]
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[DataField("pieces")]
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public int Pieces = 5;
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[DataField("butcherDelay")]
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public float ButcherDelay = 8.0f;
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[DataField("butcheringType")]
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public ButcheringType Type = ButcheringType.Knife;
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/// <summary>
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/// Prevents butchering same entity on two and more spikes simultaneously and multiple doAfters on the same Spike
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/// </summary>
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public bool BeingButchered;
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// TODO: ECS this out!, my guess CanDropEvent should be client side only and then "ValidDragDrop" in the DragDropSystem needs a little touch
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// But this may lead to creating client-side systems for every Draggable component subbed to CanDrop. Actually those systems could control
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// CanDropOn behaviors as well (IDragDropOn)
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bool IDraggable.CanDrop(CanDropEvent args)
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{
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return Type != ButcheringType.Knife;
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}
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}
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public enum ButcheringType
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{
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Knife, // e.g. goliaths
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Spike, // e.g. monkeys
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Gibber // e.g. humans. TODO
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}
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}
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