* 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>
44 lines
1.4 KiB
C#
44 lines
1.4 KiB
C#
using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Nutrition.Components;
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/// <summary>
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/// Tndicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target.
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/// </summary>
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[RegisterComponent, Access(typeof(SharedFoodSequenceSystem))]
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public sealed partial class FoodSequenceElementComponent : Component
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{
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/// <summary>
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/// the same object can be used in different sequences, and it will have a different sprite in different sequences.
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/// </summary>
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[DataField(required: true)]
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public Dictionary<string, FoodSequenceElementEntry> Entries = new();
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/// <summary>
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/// which solution we will add to the main dish
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/// </summary>
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[DataField]
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public string Solution = "food";
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}
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[DataRecord, Serializable, NetSerializable]
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public partial record struct FoodSequenceElementEntry()
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{
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/// <summary>
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/// A localized name piece to build into the item name generator.
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/// </summary>
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public LocId? Name { get; set; } = null;
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/// <summary>
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/// state used to generate the appearance of the added layer
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/// </summary>
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public SpriteSpecifier? Sprite { get; set; } = null;
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/// <summary>
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/// If the layer is the final one, it can be added over the limit, but no other layers can be added after it.
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/// </summary>
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public bool Final { get; set; } = false;
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}
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