* Give moldy food the "Trash" tag (#29380) Make moldy food items have the "Trash" tag, so they can be collected. * Add "Structure" tag to switches, buttons, and levers (#29378) shit Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Revamped Meteor Swarm (#28974) * meteor code and balanced values * Meteor Swarms * Update meteors.yml * Update meteors.yml * HOO! (fix overkill bug and buff space dust) * undo BloodstreamComponent.cs changes * DamageDistribution -> DamageTypes * part 2. * meteor fixes * improve meteor spawning (#29057) * Decrease meteor frequency (#29194) * Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571) * Revert "Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571)" This reverts commit 4f934f02f17ce55cabc03b965eb1df7738d63148. * Makes machine parts stackable, removes unused field in stack prototypes (#28434) * Makes machine parts stacks, removes unused field in stack prototypes * forgor * Fix tests * Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely * detail * a * Add pressure and temperature warning text to firelocks (#28341) * fix firelocks * missing nukies can be filled in by ghost roles (#28316) * Revert "missing nukies can be filled in by ghost roles (#28316)" This reverts commit 99f13e1e45bc778a4941316fde5d89d7b91337ce. * welding gas mask (#27108) * welding gas mask * eek * Canes + Cane Blade for Syndicate Librarians (#25873) * Cane + Cane Blade * Add - type: ContainerContainer * Add another - type: ContainerContainer * Fix and add proper ContainerContainer component * Add UserInterface component * Remove Space * Stat Changes * review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Fix stupid NPC. (#26868) * init commit * Review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * fixes --------- Co-authored-by: VeritableCalamity <34698192+Veritable-Calamity@users.noreply.github.com> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
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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