* setup foodsequence * name generation and max layers limit * move to nutrition * move code to serverside * move to appearance data * marked fields as required * Update foodsequence.yml * b * burgeers! * Update produce.yml * Update meat.yml * Update burger.yml * fix duplicate naming * Update Resources/Locale/en-US/nutrition/components/food-sequence.ftl Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com> * merge flavor profiles * make food trash List<> * merge trash * Update FoodComponent.cs * Update FoodComponent.cs * organs and cannabis support --------- Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com>
58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Client.GameObjects;
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namespace Content.Client.Nutrition.EntitySystems;
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public sealed class ClientFoodSequenceSystem : SharedFoodSequenceSystem
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{
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public override void Initialize()
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{
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SubscribeLocalEvent<FoodSequenceStartPointComponent, AfterAutoHandleStateEvent>(OnHandleState);
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}
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private void OnHandleState(Entity<FoodSequenceStartPointComponent> start, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp<SpriteComponent>(start, out var sprite))
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return;
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UpdateFoodVisuals(start, sprite);
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}
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private void UpdateFoodVisuals(Entity<FoodSequenceStartPointComponent> start, SpriteComponent? sprite = null)
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{
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if (!Resolve(start, ref sprite, false))
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return;
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//Remove old layers
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foreach (var key in start.Comp.RevealedLayers)
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{
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sprite.RemoveLayer(key);
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}
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start.Comp.RevealedLayers.Clear();
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//Add new layers
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var counter = 0;
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foreach (var state in start.Comp.FoodLayers)
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{
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if (state.Sprite is null)
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continue;
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counter++;
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var keyCode = $"food-layer-{counter}";
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start.Comp.RevealedLayers.Add(keyCode);
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var index = sprite.LayerMapReserveBlank(keyCode);
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//Set image
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sprite.LayerSetSprite(index, state.Sprite);
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//Offset the layer
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var layerPos = start.Comp.StartPosition;
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layerPos += start.Comp.Offset * counter;
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sprite.LayerSetOffset(index, layerPos);
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}
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}
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}
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