* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
218 lines
8.1 KiB
C#
218 lines
8.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public sealed class HungerComponent : SharedHungerComponent
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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// Base stuff
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseDecayRate
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{
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get => _baseDecayRate;
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set => _baseDecayRate = value;
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}
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private float _baseDecayRate;
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[ViewVariables(VVAccess.ReadWrite)]
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public float ActualDecayRate
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{
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get => _actualDecayRate;
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set => _actualDecayRate = value;
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}
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private float _actualDecayRate;
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// Hunger
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[ViewVariables(VVAccess.ReadOnly)]
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public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
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private HungerThreshold _currentHungerThreshold;
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private HungerThreshold _lastHungerThreshold;
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentHunger
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{
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get => _currentHunger;
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set => _currentHunger = value;
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}
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private float _currentHunger;
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[ViewVariables(VVAccess.ReadOnly)]
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public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
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private readonly Dictionary<HungerThreshold, float> _hungerThresholds = new()
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{
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{HungerThreshold.Overfed, 600.0f},
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{HungerThreshold.Okay, 450.0f},
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{HungerThreshold.Peckish, 300.0f},
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{HungerThreshold.Starving, 150.0f},
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{HungerThreshold.Dead, 0.0f},
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};
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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 _baseDecayRate, "base_decay_rate", 0.1f);
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}
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public static readonly Dictionary<HungerThreshold, AlertType> HungerThresholdAlertTypes = new()
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{
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{ HungerThreshold.Overfed, AlertType.Overfed },
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{ HungerThreshold.Peckish, AlertType.Peckish },
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{ HungerThreshold.Starving, AlertType.Starving },
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};
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public void HungerThresholdEffect(bool force = false)
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{
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if (_currentHungerThreshold != _lastHungerThreshold || force)
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{
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// Revert slow speed if required
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if (_lastHungerThreshold == HungerThreshold.Starving && _currentHungerThreshold != HungerThreshold.Dead &&
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Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent))
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{
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movementSlowdownComponent.RefreshMovementSpeedModifiers();
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}
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// Update UI
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Owner.TryGetComponent(out ServerAlertsComponent alertsComponent);
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if (HungerThresholdAlertTypes.TryGetValue(_currentHungerThreshold, out var alertId))
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{
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alertsComponent?.ShowAlert(alertId);
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}
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else
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{
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alertsComponent?.ClearAlertCategory(AlertCategory.Hunger);
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}
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switch (_currentHungerThreshold)
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{
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case HungerThreshold.Overfed:
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 1.2f;
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return;
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case HungerThreshold.Okay:
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate;
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return;
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case HungerThreshold.Peckish:
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// Same as okay except with UI icon saying eat soon.
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 0.8f;
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return;
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case HungerThreshold.Starving:
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// TODO: If something else bumps this could cause mega-speed.
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// If some form of speed update system if multiple things are touching it use that.
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent1))
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{
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movementSlowdownComponent1.RefreshMovementSpeedModifiers();
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}
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 0.6f;
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return;
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case HungerThreshold.Dead:
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return;
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default:
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Logger.ErrorS("hunger", $"No hunger threshold found for {_currentHungerThreshold}");
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throw new ArgumentOutOfRangeException($"No hunger threshold found for {_currentHungerThreshold}");
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}
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}
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}
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protected override void Startup()
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{
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base.Startup();
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// Similar functionality to SS13. Should also stagger people going to the chef.
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_currentHunger = _random.Next(
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(int)_hungerThresholds[HungerThreshold.Peckish] + 10,
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(int)_hungerThresholds[HungerThreshold.Okay] - 1);
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_currentHungerThreshold = GetHungerThreshold(_currentHunger);
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_lastHungerThreshold = HungerThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
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HungerThresholdEffect(true);
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Dirty();
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}
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public HungerThreshold GetHungerThreshold(float food)
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{
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HungerThreshold result = HungerThreshold.Dead;
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var value = HungerThresholds[HungerThreshold.Overfed];
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foreach (var threshold in _hungerThresholds)
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{
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if (threshold.Value <= value && threshold.Value >= food)
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{
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result = threshold.Key;
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value = threshold.Value;
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}
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}
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return result;
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}
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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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}
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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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var calculatedHungerThreshold = GetHungerThreshold(_currentHunger);
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// _trySound(calculatedThreshold);
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if (calculatedHungerThreshold != _currentHungerThreshold)
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{
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_currentHungerThreshold = calculatedHungerThreshold;
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HungerThresholdEffect();
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Dirty();
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}
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if (_currentHungerThreshold != HungerThreshold.Dead)
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return;
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if (!Owner.TryGetComponent(out IDamageableComponent damageable))
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return;
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if (!Owner.TryGetComponent(out IMobStateComponent mobState))
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return;
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if (!mobState.IsDead())
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{
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damageable.ChangeDamage(DamageType.Blunt, 2, true);
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}
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}
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public void ResetFood()
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{
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_currentHungerThreshold = HungerThreshold.Okay;
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_currentHunger = HungerThresholds[_currentHungerThreshold];
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HungerThresholdEffect();
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}
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public override ComponentState GetComponentState()
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{
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return new HungerComponentState(_currentHungerThreshold);
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}
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}
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}
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