Hunger and thirst won't infinitely decrease below zero (#11367)
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@@ -151,14 +151,14 @@ namespace Content.Server.Nutrition.Components
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public void UpdateFood(float amount)
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{
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_currentHunger = Math.Min(_currentHunger + amount, HungerThresholds[HungerThreshold.Overfed]);
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_currentHunger = Math.Clamp(_currentHunger + amount, HungerThresholds[HungerThreshold.Dead], HungerThresholds[HungerThreshold.Overfed]);
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}
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// TODO: If mob is moving increase rate of consumption?
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// Should use a multiplier as something like a disease would overwrite decay rate.
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public void OnUpdate(float frametime)
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{
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_currentHunger -= frametime * ActualDecayRate;
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UpdateFood(- frametime * ActualDecayRate);
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UpdateCurrentThreshold();
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}
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@@ -72,7 +72,7 @@ namespace Content.Server.Nutrition.EntitySystems
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public void UpdateThirst(ThirstComponent component, float amount)
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{
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component.CurrentThirst = Math.Min(component.CurrentThirst + amount, component.ThirstThresholds[ThirstThreshold.OverHydrated]);
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component.CurrentThirst = Math.Clamp(component.CurrentThirst + amount, component.ThirstThresholds[ThirstThreshold.Dead], component.ThirstThresholds[ThirstThreshold.OverHydrated]);
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}
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public void ResetThirst(ThirstComponent component)
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@@ -153,7 +153,7 @@ namespace Content.Server.Nutrition.EntitySystems
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{
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foreach (var component in EntityManager.EntityQuery<ThirstComponent>())
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{
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component.CurrentThirst -= component.ActualDecayRate;
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UpdateThirst(component, - component.ActualDecayRate);
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var calculatedThirstThreshold = GetThirstThreshold(component, component.CurrentThirst);
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if (calculatedThirstThreshold != component.CurrentThirstThreshold)
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{
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