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
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committed by
Pieter-Jan Briers
parent
6de5c01afb
commit
de148fc98f
@@ -17,7 +17,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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#pragma warning restore 649
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[ViewVariables]
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protected Solution _containedSolution;
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protected Solution _containedSolution = new Solution();
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protected int _maxVolume;
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private SolutionCaps _capabilities;
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@@ -68,14 +68,14 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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/// <inheritdoc />
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public sealed override Type StateType => typeof(SolutionComponentState);
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/// <inheritdoc />
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _maxVolume, "maxVol", 0);
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serializer.DataField(ref _containedSolution, "contents", new Solution());
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serializer.DataField(ref _containedSolution, "contents", _containedSolution);
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serializer.DataField(ref _capabilities, "caps", SolutionCaps.None);
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}
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