* plants and seeds go brrrr

* update plants

* P L A N T

* brrrr

* Hydroponics actually work! How about that?

* Reuse resource path in visualizer

* They lied to us.

* Several stuffs

* more werk

* Add a bunch of plants

* Logs go brr.

* Brrr moment.

* Remove unused method

* Important comment.

* Seed inventory, yo!

* tomato moment

* Balance consumption

* Makes hydroponics pourable

* Adds plant metabolism effect for sugar, the same as glucose.

* Eggplant moment

* Apple moment

* Corn moment

* Chanterelle mushroom moment

* prototype tweaks

* Seed extractor moment

* typo

* IPlantMetabolizable doc improvement

* I should trust my gut instinct more often.

* egg-plant.....

* localization

* Make WaterLevel and NutritionLevel setters private

* Less code repetition! Wooo!
This commit is contained in:
Víctor Aguilera Puerto
2020-10-26 23:19:46 +01:00
committed by GitHub
parent 7c57d10531
commit 484eb0bba4
250 changed files with 3297 additions and 72 deletions

View File

@@ -1,22 +1,41 @@
using System;
using Content.Shared.GameObjects.Components.Atmos;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Atmos
{
[UsedImplicitly]
public class FireVisualizer : AppearanceVisualizer
{
private int _fireStackAlternateState = 3;
private string _normalState;
private string _alternateState;
private string _sprite;
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapReserveBlank(FireVisualLayers.Fire);
sprite.LayerSetVisible(FireVisualLayers.Fire, false);
}
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
if (node.TryGetNode("sprite", out var sprite))
{
_sprite = sprite.AsString();
}
if (node.TryGetNode("fireStackAlternateState", out var fireStack))
{
_fireStackAlternateState = fireStack.AsInt();
@@ -52,6 +71,7 @@ namespace Content.Client.GameObjects.Components.Atmos
{
var sprite = component.Owner.GetComponent<ISpriteComponent>();
sprite.LayerSetRSI(FireVisualLayers.Fire, _sprite);
sprite.LayerSetVisible(FireVisualLayers.Fire, onFire);
if(fireStacks > _fireStackAlternateState && !string.IsNullOrEmpty(_alternateState))

View File

@@ -0,0 +1,105 @@
using Content.Shared.GameObjects.Components.Botany;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Utility;
namespace Content.Client.GameObjects.Components.Botany
{
[UsedImplicitly]
public class PlantHolderVisualizer : AppearanceVisualizer
{
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapReserveBlank(PlantHolderLayers.Plant);
sprite.LayerMapReserveBlank(PlantHolderLayers.HealthLight);
sprite.LayerMapReserveBlank(PlantHolderLayers.WaterLight);
sprite.LayerMapReserveBlank(PlantHolderLayers.NutritionLight);
sprite.LayerMapReserveBlank(PlantHolderLayers.AlertLight);
sprite.LayerMapReserveBlank(PlantHolderLayers.HarvestLight);
var hydroTools = new ResourcePath("Constructible/Hydroponics/hydro_tools.rsi");
sprite.LayerSetSprite(PlantHolderLayers.HealthLight,
new SpriteSpecifier.Rsi(hydroTools, "over_lowhealth3"));
sprite.LayerSetSprite(PlantHolderLayers.WaterLight,
new SpriteSpecifier.Rsi(hydroTools, "over_lowwater3"));
sprite.LayerSetSprite(PlantHolderLayers.NutritionLight,
new SpriteSpecifier.Rsi(hydroTools, "over_lownutri3"));
sprite.LayerSetSprite(PlantHolderLayers.AlertLight,
new SpriteSpecifier.Rsi(hydroTools, "over_alert3"));
sprite.LayerSetSprite(PlantHolderLayers.HarvestLight,
new SpriteSpecifier.Rsi(hydroTools, "over_harvest3"));
// Let's make those invisible for now.
sprite.LayerSetVisible(PlantHolderLayers.Plant, false);
sprite.LayerSetVisible(PlantHolderLayers.HealthLight, false);
sprite.LayerSetVisible(PlantHolderLayers.WaterLight, false);
sprite.LayerSetVisible(PlantHolderLayers.NutritionLight, false);
sprite.LayerSetVisible(PlantHolderLayers.AlertLight, false);
sprite.LayerSetVisible(PlantHolderLayers.HarvestLight, false);
// Pretty unshaded lights!
sprite.LayerSetShader(PlantHolderLayers.HealthLight, "unshaded");
sprite.LayerSetShader(PlantHolderLayers.WaterLight, "unshaded");
sprite.LayerSetShader(PlantHolderLayers.NutritionLight, "unshaded");
sprite.LayerSetShader(PlantHolderLayers.AlertLight, "unshaded");
sprite.LayerSetShader(PlantHolderLayers.HarvestLight, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
if (component.TryGetData<SpriteSpecifier>(PlantHolderVisuals.Plant, out var specifier))
{
var valid = !specifier.Equals(SpriteSpecifier.Invalid);
sprite.LayerSetVisible(PlantHolderLayers.Plant, valid);
if(valid)
sprite.LayerSetSprite(PlantHolderLayers.Plant, specifier);
}
if (component.TryGetData<bool>(PlantHolderVisuals.HealthLight, out var health))
{
sprite.LayerSetVisible(PlantHolderLayers.HealthLight, health);
}
if (component.TryGetData<bool>(PlantHolderVisuals.WaterLight, out var water))
{
sprite.LayerSetVisible(PlantHolderLayers.WaterLight, water);
}
if (component.TryGetData<bool>(PlantHolderVisuals.NutritionLight, out var nutrition))
{
sprite.LayerSetVisible(PlantHolderLayers.NutritionLight, nutrition);
}
if (component.TryGetData<bool>(PlantHolderVisuals.AlertLight, out var alert))
{
sprite.LayerSetVisible(PlantHolderLayers.AlertLight, alert);
}
if (component.TryGetData<bool>(PlantHolderVisuals.HarvestLight, out var harvest))
{
sprite.LayerSetVisible(PlantHolderLayers.HarvestLight, harvest);
}
}
}
public enum PlantHolderLayers
{
Plant,
HealthLight,
WaterLight,
NutritionLight,
AlertLight,
HarvestLight,
}
}

View File

@@ -2,12 +2,38 @@
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Nutrition
{
[UsedImplicitly]
public class CreamPiedVisualizer : AppearanceVisualizer
{
private string _state;
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapReserveBlank(CreamPiedVisualLayers.Pie);
sprite.LayerSetRSI(CreamPiedVisualLayers.Pie, "Effects/creampie.rsi");
sprite.LayerSetVisible(CreamPiedVisualLayers.Pie, false);
}
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
if (node.TryGetNode("state", out var otherNode))
{
_state = otherNode.AsString();
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
@@ -23,6 +49,7 @@ namespace Content.Client.GameObjects.Components.Nutrition
var sprite = component.Owner.GetComponent<ISpriteComponent>();
sprite.LayerSetVisible(CreamPiedVisualLayers.Pie, pied);
sprite.LayerSetState(CreamPiedVisualLayers.Pie, _state);
}
}