Change the hunger and thirst values of animals (#12780)

This commit is contained in:
dontbetank
2022-12-07 01:56:14 +03:00
committed by GitHub
parent d9a26c76e0
commit 0951db243e
5 changed files with 71 additions and 10 deletions

View File

@@ -3,6 +3,7 @@ using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Nutrition.Components;
using Robust.Shared.Random;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Generic;
namespace Content.Server.Nutrition.Components
{
@@ -44,11 +45,14 @@ namespace Content.Server.Nutrition.Components
get => _currentHunger;
set => _currentHunger = value;
}
private float _currentHunger;
[DataField("startingHunger")]
private float _currentHunger = -1f;
[ViewVariables(VVAccess.ReadOnly)]
public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
private readonly Dictionary<HungerThreshold, float> _hungerThresholds = new()
[DataField("thresholds", customTypeSerializer: typeof(DictionarySerializer<HungerThreshold, float>))]
private Dictionary<HungerThreshold, float> _hungerThresholds = new()
{
{ HungerThreshold.Overfed, 200.0f },
{ HungerThreshold.Okay, 150.0f },
@@ -123,10 +127,15 @@ namespace Content.Server.Nutrition.Components
protected override void Startup()
{
base.Startup();
// Do not change behavior unless starting hunger is explicitly defined
if (_currentHunger < 0)
{
// Similar functionality to SS13. Should also stagger people going to the chef.
_currentHunger = _random.Next(
(int)_hungerThresholds[HungerThreshold.Peckish] + 10,
(int)_hungerThresholds[HungerThreshold.Okay] - 1);
(int) _hungerThresholds[HungerThreshold.Peckish] + 10,
(int) _hungerThresholds[HungerThreshold.Okay] - 1);
}
_currentHungerThreshold = GetHungerThreshold(_currentHunger);
_lastHungerThreshold = HungerThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
HungerThresholdEffect(true);

View File

@@ -31,8 +31,10 @@ namespace Content.Server.Nutrition.Components
public ThirstThreshold LastThirstThreshold;
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentThirst;
[DataField("startingThirst")]
public float CurrentThirst = -1f;
[DataField("thresholds")]
public Dictionary<ThirstThreshold, float> ThirstThresholds { get; } = new()
{
{ThirstThreshold.OverHydrated, 600.0f},

View File

@@ -29,10 +29,14 @@ namespace Content.Server.Nutrition.EntitySystems
SubscribeLocalEvent<ThirstComponent, RejuvenateEvent>(OnRejuvenate);
}
private void OnComponentStartup(EntityUid uid, ThirstComponent component, ComponentStartup args)
{
// Do not change behavior unless starting value is explicitly defined
if (component.CurrentThirst < 0)
{
component.CurrentThirst = _random.Next(
(int) component.ThirstThresholds[ThirstThreshold.Thirsty] + 10,
(int) component.ThirstThresholds[ThirstThreshold.Okay] - 1);
}
component.CurrentThirstThreshold = GetThirstThreshold(component, component.CurrentThirst);
component.LastThirstThreshold = ThirstThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
// TODO: Check all thresholds make sense and throw if they don't.

View File

@@ -50,6 +50,22 @@
Piercing: 8
- type: Body
prototype: Rat
- type: Hunger # probably should be prototyped
thresholds:
Overfed: 200
Okay: 150
Peckish: 100
Starving: 50
Dead: 0
baseDecayRate: 0.01666666666
- type: Thirst
thresholds:
OverHydrated: 600
Okay: 450
Thirsty: 300
Parched: 150
Dead: 0
baseDecayRate: 0.1
- type: Appearance
- type: DamageStateVisuals
rotate: true
@@ -209,6 +225,22 @@
Piercing: 3
- type: Body
prototype: Rat
- type: Hunger # probably should be prototyped
thresholds:
Overfed: 200
Okay: 150
Peckish: 100
Starving: 50
Dead: 0
baseDecayRate: 0.01666666666
- type: Thirst
thresholds:
OverHydrated: 600
Okay: 450
Thirsty: 300
Parched: 150
Dead: 0
baseDecayRate: 0.1
- type: Appearance
- type: DamageStateVisuals
rotate: true

View File

@@ -163,7 +163,21 @@
- type: InputMover
- type: MobMover
- type: Hunger
thresholds: # only animals and rats are derived from this prototype so let's override it here and in rats' proto
Overfed: 100
Okay: 50
Peckish: 25
Starving: 10
Dead: 0
baseDecayRate: 0.00925925925926 # it is okay for animals to eat and drink less than humans, but more frequently
- type: Thirst
thresholds:
OverHydrated: 200
Okay: 150
Thirsty: 100
Parched: 50
Dead: 0
baseDecayRate: 0.04
- type: Barotrauma
damage:
types: