160 lines
4.4 KiB
C#
160 lines
4.4 KiB
C#
using System.Numerics;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Nutrition.Prototypes;
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using Content.Shared.Tag;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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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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/// A starting point for the creation of procedural food.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedFoodSequenceSystem))]
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public sealed partial class FoodSequenceStartPointComponent : Component
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{
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/// <summary>
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/// A key that determines which types of food elements can be attached to a food.
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/// </summary>
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[DataField(required: true)]
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public ProtoId<TagPrototype> Key = string.Empty;
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/// <summary>
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/// The maximum number of layers of food that can be placed on this item.
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/// </summary>
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[DataField]
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public int MaxLayers = 10;
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/// <summary>
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/// Can we put more layers?
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/// </summary>
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[DataField]
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public bool Finished;
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/// <summary>
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/// solution where reagents will be added from newly added ingredients
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/// </summary>
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[DataField]
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public string Solution = "food";
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#region name generation
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/// <summary>
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/// LocId with a name generation pattern.
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/// </summary>
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[DataField]
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public LocId? NameGeneration;
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/// <summary>
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/// the part of the name generation used in the pattern
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/// </summary>
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[DataField]
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public LocId? NamePrefix;
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/// <summary>
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/// content in the form of all added ingredients will be separated by these symbols
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/// </summary>
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[DataField]
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public string? ContentSeparator;
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/// <summary>
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/// the part of the name generation used in the pattern
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/// </summary>
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[DataField]
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public LocId? NameSuffix;
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#endregion
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#region visual
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/// <summary>
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/// list of sprite states to be displayed on this object.
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/// </summary>
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[DataField, AutoNetworkedField]
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public List<FoodSequenceVisualLayer> FoodLayers = new();
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/// <summary>
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/// If true, the generative layers will be placed in reverse order.
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/// </summary>
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[DataField]
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public bool InverseLayers;
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/// <summary>
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/// target layer, where new layers will be added. This allows you to control the order of generative layers and static layers.
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/// </summary>
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[DataField]
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public string TargetLayerMap = "foodSequenceLayers";
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/// <summary>
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/// Start shift from the center of the sprite where the first layer of food will be placed.
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/// </summary>
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[DataField]
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public Vector2 StartPosition = Vector2.Zero;
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/// <summary>
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/// Shift from the start position applied to each subsequent layer.
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/// </summary>
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[DataField]
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public Vector2 Offset = Vector2.Zero;
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/// <summary>
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/// each layer will get a random offset in the specified range
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/// </summary>
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[DataField]
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public Vector2 MaxLayerOffset = Vector2.Zero;
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/// <summary>
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/// each layer will get a random offset in the specified range
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/// </summary>
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[DataField]
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public Vector2 MinLayerOffset = Vector2.Zero;
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[DataField]
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public bool AllowHorizontalFlip = true;
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public HashSet<string> RevealedLayers = new();
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#endregion
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}
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/// <summary>
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/// class that synchronizes with the client
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/// Stores all the necessary information for rendering the FoodSequence element
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/// </summary>
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[DataRecord, Serializable, NetSerializable]
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public partial record struct FoodSequenceVisualLayer
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{
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/// <summary>
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/// reference to the original prototype of the layer. Used to edit visual layers.
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/// </summary>
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public ProtoId<FoodSequenceElementPrototype> Proto;
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/// <summary>
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/// Sprite rendered in sequence
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/// </summary>
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public SpriteSpecifier? Sprite { get; set; } = SpriteSpecifier.Invalid;
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/// <summary>
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/// Relative size of the sprite displayed in FoodSequence
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/// </summary>
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public Vector2 Scale { get; set; } = Vector2.One;
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/// <summary>
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/// The offset of a particular layer. Allows a little position randomization of each layer.
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/// </summary>
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public Vector2 LocalOffset { get; set; } = Vector2.Zero;
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public FoodSequenceVisualLayer(ProtoId<FoodSequenceElementPrototype> proto,
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SpriteSpecifier? sprite,
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Vector2 scale,
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Vector2 offset)
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{
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Proto = proto;
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Sprite = sprite;
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Scale = scale;
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LocalOffset = offset;
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}
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}
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