Files
tbd-station-14/Content.Server/Nutrition/Components/FoodComponent.cs
Ed 4d75cb54c8 Custom burgers - FoodSequence system (#30755)
* 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>
2024-08-10 22:31:32 +03:00

78 lines
2.4 KiB
C#

using Content.Server.Body.Components;
using Content.Shared.Nutrition.Components;
using Content.Server.Nutrition.EntitySystems;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
namespace Content.Server.Nutrition.Components;
[RegisterComponent, Access(typeof(FoodSystem), typeof(FoodSequenceSystem))]
public sealed partial class FoodComponent : Component
{
[DataField]
public string Solution = "food";
[DataField]
public SoundSpecifier UseSound = new SoundCollectionSpecifier("eating");
[DataField]
public List<EntProtoId> Trash = new();
[DataField]
public FixedPoint2? TransferAmount = FixedPoint2.New(5);
/// <summary>
/// Acceptable utensil to use
/// </summary>
[DataField]
public UtensilType Utensil = UtensilType.Fork; //There are more "solid" than "liquid" food
/// <summary>
/// Is utensil required to eat this food
/// </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>
/// Stomachs required to digest this entity.
/// Used to simulate 'ruminant' digestive systems (which can digest grass)
/// </summary>
[DataField]
public int RequiredStomachs = 1;
/// <summary>
/// The localization identifier for the eat message. Needs a "food" entity argument passed to it.
/// </summary>
[DataField]
public LocId EatMessage = "food-nom";
/// <summary>
/// How long it takes to eat the food personally.
/// </summary>
[DataField]
public float Delay = 1;
/// <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 float ForceFeedDelay = 3;
/// <summary>
/// For mobs that are food, requires killing them before eating.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool RequireDead = true;
}