Show how close bodies are to rotting (#23530)

* Show how close bodies are to rotting

When examining a dead body, you will be able to see of close
it is to rotting.

 - "It still looks fresh.", in the first third of the pre-rot period
 - "It looks ripe.", in the second third
 - "It's starting to look bad.", in the last third

This could help players prioritize medical care.

* Alter the wording of the pre-rot indicator

* Use numeric rotting stages in FTL

---------

Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
This commit is contained in:
Guillaume E
2024-01-10 13:00:21 +01:00
committed by GitHub
parent 7fe0f14dff
commit af7327e59f
2 changed files with 29 additions and 0 deletions

View File

@@ -32,6 +32,7 @@ public sealed class RottingSystem : EntitySystem
SubscribeLocalEvent<PerishableComponent, MapInitEvent>(OnPerishableMapInit);
SubscribeLocalEvent<PerishableComponent, EntityUnpausedEvent>(OnPerishableUnpaused);
SubscribeLocalEvent<PerishableComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<PerishableComponent, ExaminedEvent>(OnPerishableExamined);
SubscribeLocalEvent<RottingComponent, EntityUnpausedEvent>(OnRottingUnpaused);
SubscribeLocalEvent<RottingComponent, ComponentShutdown>(OnShutdown);
@@ -122,6 +123,31 @@ public sealed class RottingSystem : EntitySystem
tileMix?.AdjustMoles(Gas.Ammonia, molsToDump);
}
private void OnPerishableExamined(Entity<PerishableComponent> perishable, ref ExaminedEvent args)
{
int maxStages = 3;
int stage = PerishStage(perishable, maxStages);
if (stage < 1 || stage > maxStages)
{
// We dont push an examined string if it hasen't started "perishing" or it's already rotting
return;
}
var description = "perishable-" + stage;
args.PushMarkup(Loc.GetString(description));
}
/// <summary>
/// Return an integer from 0 to maxStage representing how close to rotting an entity is. Used to
/// generate examine messages for items that are starting to rot.
/// </summary>
public int PerishStage(Entity<PerishableComponent> perishable, int maxStages)
{
if (perishable.Comp.RotAfter.TotalSeconds == 0 || perishable.Comp.RotAccumulator.TotalSeconds == 0)
return 0;
return (int)(1 + maxStages * perishable.Comp.RotAccumulator.TotalSeconds / perishable.Comp.RotAfter.TotalSeconds);
}
private void OnExamined(EntityUid uid, RottingComponent component, ExaminedEvent args)
{
var stage = RotStage(uid, component);

View File

@@ -1,4 +1,7 @@
ammonia-smell = Something smells pungent!
perishable-1 = [color=green]It still looks fresh.[/color]
perishable-2 = [color=orangered]It looks somewhat fresh.[/color]
perishable-3 = [color=red]It doesn't look fresh anymore.[/color]
rotting-rotting = [color=orange]It's rotting![/color]
rotting-bloated = [color=orangered]It's bloated![/color]
rotting-extremely-bloated = [color=red]It's extremely bloated![/color]