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wwdpublic/Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

160 lines
4.4 KiB
C#

using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Nutrition.Prototypes;
using Content.Shared.Tag;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Nutrition.Components;
/// <summary>
/// A starting point for the creation of procedural food.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedFoodSequenceSystem))]
public sealed partial class FoodSequenceStartPointComponent : Component
{
/// <summary>
/// A key that determines which types of food elements can be attached to a food.
/// </summary>
[DataField(required: true)]
public ProtoId<TagPrototype> Key = string.Empty;
/// <summary>
/// The maximum number of layers of food that can be placed on this item.
/// </summary>
[DataField]
public int MaxLayers = 10;
/// <summary>
/// Can we put more layers?
/// </summary>
[DataField]
public bool Finished;
/// <summary>
/// solution where reagents will be added from newly added ingredients
/// </summary>
[DataField]
public string Solution = "food";
#region name generation
/// <summary>
/// LocId with a name generation pattern.
/// </summary>
[DataField]
public LocId? NameGeneration;
/// <summary>
/// the part of the name generation used in the pattern
/// </summary>
[DataField]
public LocId? NamePrefix;
/// <summary>
/// content in the form of all added ingredients will be separated by these symbols
/// </summary>
[DataField]
public string? ContentSeparator;
/// <summary>
/// the part of the name generation used in the pattern
/// </summary>
[DataField]
public LocId? NameSuffix;
#endregion
#region visual
/// <summary>
/// list of sprite states to be displayed on this object.
/// </summary>
[DataField, AutoNetworkedField]
public List<FoodSequenceVisualLayer> FoodLayers = new();
/// <summary>
/// If true, the generative layers will be placed in reverse order.
/// </summary>
[DataField]
public bool InverseLayers;
/// <summary>
/// target layer, where new layers will be added. This allows you to control the order of generative layers and static layers.
/// </summary>
[DataField]
public string TargetLayerMap = "foodSequenceLayers";
/// <summary>
/// Start shift from the center of the sprite where the first layer of food will be placed.
/// </summary>
[DataField]
public Vector2 StartPosition = Vector2.Zero;
/// <summary>
/// Shift from the start position applied to each subsequent layer.
/// </summary>
[DataField]
public Vector2 Offset = Vector2.Zero;
/// <summary>
/// each layer will get a random offset in the specified range
/// </summary>
[DataField]
public Vector2 MaxLayerOffset = Vector2.Zero;
/// <summary>
/// each layer will get a random offset in the specified range
/// </summary>
[DataField]
public Vector2 MinLayerOffset = Vector2.Zero;
[DataField]
public bool AllowHorizontalFlip = true;
public HashSet<string> RevealedLayers = new();
#endregion
}
/// <summary>
/// class that synchronizes with the client
/// Stores all the necessary information for rendering the FoodSequence element
/// </summary>
[DataRecord, Serializable, NetSerializable]
public record struct FoodSequenceVisualLayer
{
/// <summary>
/// reference to the original prototype of the layer. Used to edit visual layers.
/// </summary>
public ProtoId<FoodSequenceElementPrototype> Proto;
/// <summary>
/// Sprite rendered in sequence
/// </summary>
public SpriteSpecifier? Sprite { get; set; } = SpriteSpecifier.Invalid;
/// <summary>
/// Relative size of the sprite displayed in FoodSequence
/// </summary>
public Vector2 Scale { get; set; } = Vector2.One;
/// <summary>
/// The offset of a particular layer. Allows a little position randomization of each layer.
/// </summary>
public Vector2 LocalOffset { get; set; } = Vector2.Zero;
public FoodSequenceVisualLayer(ProtoId<FoodSequenceElementPrototype> proto,
SpriteSpecifier? sprite,
Vector2 scale,
Vector2 offset)
{
Proto = proto;
Sprite = sprite;
Scale = scale;
LocalOffset = offset;
}
}