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* Restarting files from scratch * reduce file count, more progress * Additional partial work * update 1 * update 2 * TODO execution * fix * Update PlantGrowthComponent.cs * fix 1 * growth correction * PlantGrowthComponent * update 99 * last update * oops * Update vegan-meatball.yml * Data loss * ToxinsComponent * Default components * minor fix * PlantTraitsComponent * fix error * fix error 2 * Copy growth components * last update within this PR * AutoHarvestGrowth remote * Viable * fix * Fix growth rate * Improvements to the YAML * merge update * fix * code cleanup * TODO * fix * oops * oops 2 * more TODO * fix names * fix names oops * Harvest bug fixes * fix tests * refactor: cleanup after mering master * Update ConsumeExudeGasGrowthSystem.cs * refactor: make this piece of happiness and ponies work * review * oops * fix <summary> * Separation of plant components into PlantComponent and PlantTraitsComponent and cleaning * EnsureUniqueSeed * refactor: change Resolve to TryComp where appropriate * refactor: review comments - try get for components, clenaups * refactor: minor yaml cleanups * fixing trifles * botany-rework-part-3 * API and mutations * minor fixes * Update WeedPestGrowthSystem.cs * Update plants.yml * PlantChemicals * YAMLLinter * review and some lost code * YAMLLinter part 2 * plants.yml * Aaaa tests * seedId * clone plant component * Update clone.yml * refactor: remove suppress possible null reference exception * refactor: changed HasPlantAlive to TryGetAlivePlant, minor cleanup * Separation of tray and plant * oops * PlantingPlant * a little more cleaning * oops 2 * botany-rework-part-4 * predict and API * Field OldAgeDamage * oops * YMAL * YMAL 2 * YMAAAAAL * Update PlantToxinsSystem.cs * review * Update randomMutations.yml * minor fix design * Updates the plants visuals not every frame * bug fixes * some fixes * bugfix and renames * Dirty * Replace ComponentRegistry * unnecessary API * fix merge * build * build 2 * Review by AJCM * del PlantDataComponent and fix harvest * fix all * final review * Update PlantTrayVisualizerSystem.cs * fix merge * Update PlantTraitsComponent.cs * Traits LocId fix * Update SpawnEntitiesBehavior.cs * aaaaaaaaa * fix all part 2 * PlantDataComponent revert * aoao * fix all part 3 * Update PlantTraitsComponent.cs * Update clone.yml * Reviews --------- Co-authored-by: PraxisMapper <praxismapper@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
54 lines
1.5 KiB
C#
54 lines
1.5 KiB
C#
using Content.Shared.EntityEffects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Botany.Components;
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/// <summary>
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/// Data that specifies the odds and effects of possible random plant mutations.
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/// </summary>
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[Serializable, NetSerializable]
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[DataDefinition]
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public sealed partial class RandomPlantMutation
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{
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/// <summary>
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/// Odds of this mutation occurring with 1 point of mutation severity on a plant.
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/// </summary>
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[DataField]
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public float BaseOdds;
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/// <summary>
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/// The name of this mutation.
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/// </summary>
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[DataField(required: true)]
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public string Name;
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/// <summary>
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/// The text to display to players when examining something with this mutation.
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/// </summary>
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[DataField]
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public LocId? Description;
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/// <summary>
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/// The actual EntityEffect to apply to the target
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/// </summary>
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[DataField(required: true)]
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public EntityEffect Effect;
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/// <summary>
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/// This mutation will target the harvested produce
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/// </summary>
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[DataField]
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public bool AppliesToProduce = true;
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/// <summary>
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/// This mutation will target the growing plant as soon as this mutation is applied.
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/// </summary>
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[DataField]
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public bool AppliesToPlant = true;
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/// <summary>
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/// This mutation stays on the plant and its produce. If false while AppliesToPlant is true, the effect will run when triggered.
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/// </summary>
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[DataField]
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public bool Persists = true;
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}
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