* 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>
81 lines
2.6 KiB
C#
81 lines
2.6 KiB
C#
using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Nutrition.Components;
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/// <summary>
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/// A drink or food that can be opened.
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/// Starts closed, open it with Z or E.
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/// </summary>
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[NetworkedComponent, AutoGenerateComponentState]
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[RegisterComponent, Access(typeof(OpenableSystem))]
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public sealed partial class OpenableComponent : Component
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{
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/// <summary>
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/// Whether this drink or food is opened or not.
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/// Drinks can only be drunk or poured from/into when open, and food can only be eaten when open.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Opened;
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/// <summary>
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/// If this is false you cant press Z to open it.
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/// Requires an OpenBehavior damage threshold or other logic to open.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OpenableByHand = true;
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/// <summary>
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/// If true, tries to open when activated in world.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool OpenOnActivate;
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/// <summary>
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/// Text shown when examining and its open.
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/// </summary>
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[DataField]
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public LocId ExamineText = "openable-component-on-examine-is-opened";
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/// <summary>
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/// The locale id for the popup shown when IsClosed is called and closed. Needs a "owner" entity argument passed to it.
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/// Defaults to the popup drink uses since its "correct".
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/// It's still generic enough that you should change it if you make openable non-drinks, i.e. unwrap it first, peel it first.
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/// </summary>
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[DataField]
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public LocId ClosedPopup = "openable-component-try-use-closed";
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/// <summary>
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/// Text to show in the verb menu for the "Open" action.
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/// You may want to change this for non-drinks, i.e. "Peel", "Unwrap"
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/// </summary>
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[DataField]
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public LocId OpenVerbText = "openable-component-verb-open";
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/// <summary>
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/// Text to show in the verb menu for the "Close" action.
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/// You may want to change this for non-drinks, i.e. "Wrap"
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/// </summary>
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[DataField]
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public LocId CloseVerbText = "openable-component-verb-close";
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/// <summary>
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/// Sound played when opening.
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/// </summary>
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[DataField]
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public SoundSpecifier? Sound = new SoundCollectionSpecifier("canOpenSounds");
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/// <summary>
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/// Can this item be closed again after opening?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Closeable;
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/// <summary>
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/// Sound played when closing.
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/// </summary>
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[DataField]
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public SoundSpecifier? CloseSound;
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}
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