Files
tbd-station-14/Content.Shared/Nutrition/Components/EdibleComponent.cs
Princess Cheeseballs 928e6c8079 Edible Sound Specifier Override (#40312)
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-09-12 23:49:12 +02:00

95 lines
3.0 KiB
C#

using Content.Shared.Body.Components;
using Content.Shared.FixedPoint;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Nutrition.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Nutrition.Components;
/// <summary>
/// This is used on an entity with a solution container to flag a specific solution as being able to have its
/// reagents consumed directly.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(IngestionSystem))]
public sealed partial class EdibleComponent : Component
{
/// <summary>
/// Name of the solution that stores the consumable reagents
/// </summary>
[DataField]
public string Solution = "food";
/// <summary>
/// Should this entity be deleted when our solution is emptied?
/// </summary>
[DataField]
public bool DestroyOnEmpty = true;
/// <summary>
/// Trash we spawn when eaten, will not spawn if the item isn't deleted when empty.
/// </summary>
[DataField]
public List<EntProtoId> Trash = new();
/// <summary>
/// How much of our solution is eaten on a do-after completion. Set to null to eat the whole thing.
/// </summary>
[DataField]
public FixedPoint2? TransferAmount = FixedPoint2.New(5);
/// <summary>
/// Acceptable utensils to use
/// </summary>
[DataField]
public UtensilType Utensil = UtensilType.Fork; //There are more "solid" than "liquid" food
/// <summary>
/// Do we need a utensil to access this solution?
/// </summary>
[DataField]
public bool UtensilRequired;
/// <summary>
/// If this is set to true, food can only be eaten if you have a stomach with a
/// <see cref="StomachComponent.SpecialDigestible"/> that includes this entity in its whitelist,
/// rather than just being digestible by anything that can eat food.
/// Whitelist the food component to allow eating of normal food.
/// </summary>
[DataField]
public bool RequiresSpecialDigestion;
/// <summary>
/// How long it takes to eat the food personally.
/// </summary>
[DataField]
public TimeSpan Delay = TimeSpan.FromSeconds(1f);
/// <summary>
/// This is how many seconds it takes to force-feed someone this food.
/// Should probably be smaller for small items like pills.
/// </summary>
[DataField]
public TimeSpan ForceFeedDelay = TimeSpan.FromSeconds(3f);
/// <summary>
/// For mobs that are food, requires killing them before eating.
/// </summary>
[DataField]
public bool RequireDead = true;
/// <summary>
/// An optional override for the sound made when consuming this item.
/// Useful for if an edible type doesn't justify a new prototype, like with plushies.
/// </summary>
[DataField]
public SoundSpecifier? UseSound;
/// <summary>
/// Verb, icon, and sound data for our edible.
/// </summary>
[DataField]
public ProtoId<EdiblePrototype> Edible = IngestionSystem.Food;
}