* Shelve * 22 file diff * What if it was just better * Hold that thought * Near final Commit, then YAML hell * 95% done with cs * Working Commit * Final Commit (Before reviews tear it apart and kill me) * Add a really stupid comment. * KILL * EXPLODE TEST FAILS WITH MY MIND * I hate it here * TACTICAL NUCLEAR STRIKE * Wait what the fuck was I doing? * Comments * Me when I'm stupid * Food doesn't need solutions * API improvements with some API weirdness * Move non-API out of API * Better comment * Fixes and spelling mistakes * Final fixes * Final fixes for real... * Kill food and drink localization files because I hate them. * Water droplet fix * Utensil fixes * Fix verb priority (It should've been 2) * A few minor localization fixes * merge conflict and stuff * MERGE CONFLICT NUCLEAR WAR!!! * Cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
using Content.Shared.Body.Components;
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using Content.Shared.FixedPoint;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Nutrition.Components;
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[Obsolete("Migration to Content.Shared.Nutrition.Components.EdibleComponent is required")]
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[RegisterComponent, Access(typeof(FoodSystem), typeof(FoodSequenceSystem))]
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public sealed partial class FoodComponent : Component
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{
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[DataField]
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public string Solution = "food";
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[DataField]
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public SoundSpecifier UseSound = new SoundCollectionSpecifier("eating");
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[DataField]
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public List<EntProtoId> Trash = new();
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[DataField]
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public FixedPoint2? TransferAmount = FixedPoint2.New(5);
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/// <summary>
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/// Acceptable utensil to use
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/// </summary>
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[DataField]
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public UtensilType Utensil = UtensilType.Fork; //There are more "solid" than "liquid" food
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/// <summary>
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/// Is utensil required to eat this food
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/// </summary>
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[DataField]
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public bool UtensilRequired;
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/// <summary>
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/// If this is set to true, food can only be eaten if you have a stomach with a
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/// <see cref="StomachComponent.SpecialDigestible"/> that includes this entity in its whitelist,
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/// rather than just being digestible by anything that can eat food.
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/// Whitelist the food component to allow eating of normal food.
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/// </summary>
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[DataField]
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public bool RequiresSpecialDigestion;
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/// <summary>
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/// Stomachs required to digest this entity.
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/// Used to simulate 'ruminant' digestive systems (which can digest grass)
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/// </summary>
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[DataField]
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public int RequiredStomachs = 1;
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/// <summary>
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/// The localization identifier for the eat message. Needs a "food" entity argument passed to it.
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/// </summary>
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[DataField]
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public LocId EatMessage = "edible-nom";
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/// <summary>
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/// How long it takes to eat the food personally.
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/// </summary>
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[DataField]
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public float Delay = 1;
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/// <summary>
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/// This is how many seconds it takes to force feed someone this food.
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/// Should probably be smaller for small items like pills.
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/// </summary>
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[DataField]
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public float ForceFeedDelay = 3;
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/// <summary>
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/// For mobs that are food, requires killing them before eating.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool RequireDead = true;
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}
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