Add hunger and thirst (#363)
* Add hunger and thirst Based on the SS13 systems. Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst * Cleanup rebase * Cleanup stuff that was prototyped * Address feedback Still need to add a statuseffects system in a separate branch * More cleanup on nutrition Fix Remie's feedback and also damage tick. * Re-implement nutrition with master * Updated to use the StatusEffectsUI update * Removed all clientside components as they only receive the UI updates now * Implemented PR feedback * Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution Still TODO: * Metabolisation effects * Change drink contents to alcohol / wine etc. * Add items to the dispensers * For transparent containers use RecalculateColor Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser * Fix broken bottle parent
This commit is contained in:
committed by
Pieter-Jan Briers
parent
6de5c01afb
commit
de148fc98f
@@ -32,11 +32,21 @@ namespace Content.Server.GameObjects.Components.Chemistry
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protected override void Startup()
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{
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base.Startup();
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_reactions = _prototypeManager.EnumeratePrototypes<ReactionPrototype>();
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_audioSystem = _entitySystemManager.GetEntitySystem<AudioSystem>();
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}
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/// <summary>
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/// Initializes the SolutionComponent if it doesn't have an owner
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/// </summary>
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public void InitializeFromPrototype()
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{
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// Because Initialize needs an Owner, Startup isn't called, etc.
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IoCManager.InjectDependencies(this);
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_reactions = _prototypeManager.EnumeratePrototypes<ReactionPrototype>();
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}
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/// <summary>
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/// Transfers solution from the held container to the target container.
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/// </summary>
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@@ -193,7 +203,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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}
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public bool TryAddReagent(string reagentId, int quantity, out int acceptedQuantity, bool skipReactionCheck = false)
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public bool TryAddReagent(string reagentId, int quantity, out int acceptedQuantity, bool skipReactionCheck = false, bool skipColor = false)
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{
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if (quantity > _maxVolume - _containedSolution.TotalVolume)
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{
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@@ -206,20 +216,24 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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_containedSolution.AddReagent(reagentId, acceptedQuantity);
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RecalculateColor();
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if (!skipColor) {
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RecalculateColor();
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}
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if(!skipReactionCheck)
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CheckForReaction();
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OnSolutionChanged();
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return true;
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}
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public bool TryAddSolution(Solution solution, bool skipReactionCheck = false)
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public bool TryAddSolution(Solution solution, bool skipReactionCheck = false, bool skipColor = false)
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{
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if (solution.TotalVolume > (_maxVolume - _containedSolution.TotalVolume))
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return false;
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_containedSolution.AddSolution(solution);
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RecalculateColor();
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if (!skipColor) {
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RecalculateColor();
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}
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if(!skipReactionCheck)
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CheckForReaction();
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OnSolutionChanged();
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