Files
wwdpublic/Content.Server/Nutrition/Components/FoodComponent.cs
Skubman a83dcb318d Update Content.Server/Nutrition/Components/FoodComponent.cs
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Signed-off-by: Skubman <ba.fallaria@gmail.com>
(cherry picked from commit 354da0eebeac95f221cbbe164c8535ba396953f2)
2025-01-20 20:48:04 +03:00

84 lines
2.6 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>
/// Shitmed Change: Whether to show a popup to everyone in range when attempting to eat this food, and upon successful eating.
/// </summary>
[DataField]
public bool PopupOnEat;
/// <summary>
/// For mobs that are food, requires killing them before eating.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool RequireDead = true;
}