Files
wwdpublic/Content.Shared/Nutrition/Components/ButcherableComponent.cs
Mnemotechnican 7974d2affe Food Recipe Guidebook (#783)
# Description
Adds an auto-generated list of recipes to the guidebook. This was mostly
made using the chemical list as a reference, so it's a bit shitcode-ey.

# TODO
- [X] Make less ugly (add paddings to table cells and fix colors)
- [X] Fix sprites not working
- [X] Unshitcode (if possible)

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/597cbec1-7114-480b-ab8d-5ed9f8b2e0c3

</p>
</details>

# Changelog
🆑
- add: The "food recipes" page in guidebook now contains an
automatically generated list of food recipes.
2024-10-19 12:41:54 +07:00

37 lines
1.1 KiB
C#

using Content.Shared.Storage;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Nutrition.Components
{
/// <summary>
/// Indicates that the entity can be thrown on a kitchen spike for butchering.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class ButcherableComponent : Component
{
[DataField("spawned", required: true)]
public List<EntitySpawnEntry> SpawnedEntities = new();
[ViewVariables(VVAccess.ReadWrite), DataField("butcherDelay")]
public float ButcherDelay = 8.0f;
[ViewVariables(VVAccess.ReadWrite), DataField("butcheringType")]
public ButcheringType Type = ButcheringType.Knife;
/// <summary>
/// Prevents butchering same entity on two and more spikes simultaneously and multiple doAfters on the same Spike
/// </summary>
[ViewVariables]
public bool BeingButchered;
}
[Serializable, NetSerializable]
public enum ButcheringType : byte
{
Knife, // e.g. goliaths
Spike, // e.g. monkeys
Gibber // e.g. humans. TODO
}
}