* Start implementing item pricing. * Flesh out prices a bit, add the appraisal tool. * Add prices to more things. * YARRRRRRR * gives pirates an appraisal tool in their pocket. * Makes the various traitor objectives valuable. Also nerfs the price of a living person, so it's easier to bargain for them. * Address reviews. * Address reviews.
53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using Content.Shared.Stacks;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Utility;
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namespace Content.Shared.Materials
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{
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/// <summary>
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/// Materials are read-only storage for the properties of specific materials.
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/// Properties should be intrinsic (or at least as much is necessary for game purposes).
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/// </summary>
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[Prototype("material")]
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public sealed class MaterialPrototype : IPrototype, IInheritingPrototype
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{
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[ViewVariables]
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[ParentDataField(typeof(AbstractPrototypeIdSerializer<MaterialPrototype>))]
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public string? Parent { get; } = null;
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[ViewVariables]
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[AbstractDataFieldAttribute]
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public bool Abstract { get; } = false;
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[ViewVariables]
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[IdDataFieldAttribute]
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public string ID { get; } = default!;
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[ViewVariables]
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[DataField("stack", customTypeSerializer:typeof(PrototypeIdSerializer<StackPrototype>))]
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public string? StackId { get; } = null;
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[ViewVariables]
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[DataField("name")]
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public string Name { get; } = "unobtanium";
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[ViewVariables]
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[DataField("color")]
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public Color Color { get; } = Color.Gray;
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/// <summary>
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/// An icon used to represent the material in graphic interfaces.
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/// </summary>
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[ViewVariables]
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[DataField("icon")]
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public SpriteSpecifier Icon { get; } = SpriteSpecifier.Invalid;
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/// <summary>
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/// The price per cm3.
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/// </summary>
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[DataField("price", required: true)]
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public double Price = 0;
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}
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}
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