The Grovelling-to-the-Chef Games (monkey cubes and meat spikes) (#2117)

* Rehydratable component -> monkey cubes now have some of their behaviour

* Placeholder kitchen spike entity

* KitchenSpike component: the kitchen spike now has basic functionality

still placeholder sprite though

* Kitchen Spike: Import meatspike assets from CEV-Eris

* Kitchen Spike: Actually use sprites somewhat

* Kitchen Spike: Forgot I removed the MeatParts property from Butcherable

* Monkey cubes: Use IReagentReaction even though it doesn't quite work yet. Butcherable: remove imports

* Monkey cubes/Rehydratable: Re-add ISolutionChange

* Update Resources/Prototypes/Entities/Constructible/Ground/kitchen.yml

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
20kdc
2020-09-26 14:28:55 +01:00
committed by GitHub
parent 84ce845ea3
commit 4b9d488c1e
12 changed files with 296 additions and 2 deletions

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@@ -0,0 +1,23 @@
- type: entity
id: KitchenSpike
name: meat spike
description: A spike for collecting meat from animals.
components:
- type: Clickable
- type: InteractionOutline
- type: Collidable
shapes:
- !type:PhysShapeAabb
mask:
- Impassable
layer:
- Impassable
- type: Sprite
# temp to make clickmask work
sprite: Constructible/Misc/kitchen.rsi
state: spike
- type: Anchorable
- type: Pullable
- type: Destructible
deadThreshold: 50
- type: KitchenSpike

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@@ -60,6 +60,8 @@
normal: monkey
dead: dead
- type: Pullable
- type: Butcherable
meat: FoodMeat
- type: entity
save: false

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@@ -1705,9 +1705,12 @@
reagents:
- ReagentId: chem.Nutriment
Quantity: 10
maxVol: 11 # needs room for water
caps: AddTo, RemoveFrom, FitsInDispenser
- type: Sprite
sprite: Objects/Consumable/Food/monkeycube.rsi
- type: Rehydratable
target: MonkeyMob_Content
- type: entity
parent: FoodBase

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@@ -0,0 +1,18 @@
- type: construction
name: meat spike
id: KitchenSpike
category: Items/Kitchen
keywords: [kitchen]
description:
icon: Constructible/Misc/kitchen.rsi/spike.png
result: KitchenSpike
objectType: Structure
steps:
# Replace with Metal Rods whenever
# also this should be done with a Welding tool if that is specifiable
- material: Metal
amount: 3
reverse:
# logic here: BOLT_TURNING -> Wrench -> Anchoring
tool: Anchoring