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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Originally started because I wanted to add some stuff to salvage, but ended up with me porting over whitelisted borg hands, the PKA module, and some other stuff. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Engi borgs can now carry electronics, and medical borgs can carry organs - add: Salvage borgs now get a PKA module - tweak: All mining drills have had their damage turned to piercing and have received a moderate damage buff - tweak: Exosuit drills now swing at the same speed as normal drills (why were they worse???) - tweak: The RPD and RCD modules for borg have been merged into one - tweak: Salvage can now purchase drills from their vendor - tweak: Salvage borgs mining module no longer contains a shovel --------- Co-authored-by: Your Name <EctoplasmIsGood@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: RatherUncreative <RatherUncreativeName@proton.me> Co-authored-by: Aidenkrz <aiden@djkraz.com> (cherry picked from commit ed8850e551bd9c0d533d69cad262a8743442a62a)
61 lines
2.0 KiB
C#
61 lines
2.0 KiB
C#
using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
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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 partial class MaterialPrototype : IPrototype, IInheritingPrototype
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{
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[ViewVariables]
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[ParentDataField(typeof(AbstractPrototypeIdArraySerializer<MaterialPrototype>))]
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public string[]? Parents { get; }
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[ViewVariables]
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[AbstractDataField]
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public bool Abstract { get; } = false;
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[ViewVariables]
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[IdDataField]
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public string ID { get; private set; } = default!;
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/// <summary>
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/// For material storage to be able to convert back and forth
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/// between the material and physical entities you can carry,
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/// include which stack we should spawn by default.
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/// </summary>
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[DataField]
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public EntProtoId? StackEntity;
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[DataField]
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public string Name = string.Empty;
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/// <summary>
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/// Locale id for the unit of this material.
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/// Lathe recipe tooltips and material storage display use this to let you change a material to sound nicer.
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/// For example, 5 bars of gold is better than 5 sheets of gold.
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/// </summary>
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[DataField]
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public LocId Unit = "materials-unit-sheet";
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[DataField]
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public Color Color { get; private set; } = 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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[DataField]
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public SpriteSpecifier Icon { get; private set; } = 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(required: true)]
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public double Price = 0;
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}
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}
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