Files
tbd-station-14/Content.Client/EntryPoint.cs
metalgearsloth de148fc98f 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
2019-11-11 22:20:03 +01:00

231 lines
8.1 KiB
C#

using System;
using Content.Client.Chat;
using Content.Client.GameObjects.Components.Actor;
using Content.Client.GameTicking;
using Content.Client.Input;
using Content.Client.Interfaces;
using Content.Client.Interfaces.Chat;
using Content.Client.Interfaces.Parallax;
using Content.Client.Parallax;
using Content.Client.Sandbox;
using Content.Client.UserInterface;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.GameObjects.Components.Markers;
using Content.Shared.GameObjects.Components.Research;
using Content.Shared.GameObjects.Components.VendingMachines;
using Content.Shared.Interfaces;
using Robust.Client.Interfaces;
using Robust.Client.Interfaces.Graphics.Overlays;
using Robust.Client.Interfaces.Input;
using Robust.Client.Interfaces.UserInterface;
using Robust.Client.Player;
using Robust.Shared.ContentPack;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client
{
public class EntryPoint : GameClient
{
#pragma warning disable 649
[Dependency] private readonly IPlayerManager _playerManager;
[Dependency] private readonly IEscapeMenuOwner _escapeMenuOwner;
#pragma warning restore 649
public override void Init()
{
var factory = IoCManager.Resolve<IComponentFactory>();
var prototypes = IoCManager.Resolve<IPrototypeManager>();
factory.DoAutoRegistrations();
var registerIgnore = new[]
{
"Wrenchable",
"AmmoBox",
"Breakable",
"Pickaxe",
"Interactable",
"Destructible",
"Temperature",
"PowerTransfer",
"PowerNode",
"PowerProvider",
"PowerDevice",
"PowerStorage",
"PowerGenerator",
"Explosive",
"OnUseTimerTrigger",
"ToolboxElectricalFill",
"ToolLockerFill",
"EmitSoundOnUse",
"FootstepModifier",
"HeatResistance",
"Teleportable",
"ItemTeleporter",
"Portal",
"EntityStorage",
"PlaceableSurface",
"Wirecutter",
"Screwdriver",
"Multitool",
"Welder",
"Wrench",
"Crowbar",
"HitscanWeapon",
"ProjectileWeapon",
"Projectile",
"MeleeWeapon",
"Storeable",
"Stack",
"Dice",
"Construction",
"Apc",
"Door",
"PoweredLight",
"Smes",
"Powercell",
"HandheldLight",
"LightBulb",
"Healing",
"Catwalk",
"BallisticMagazine",
"BallisticMagazineWeapon",
"BallisticBullet",
"HitscanWeaponCapacitor",
"PowerCell",
"AiController",
"PlayerInputMover",
"Computer",
"AsteroidRock",
"ResearchServer",
"ResearchPointSource",
"ResearchClient",
"IdCard",
"Access",
"AccessReader",
"IdCardConsole",
"Airlock",
"MedicalScanner",
"WirePlacer",
"Species",
"Drink",
"Food",
"DrinkFoodContainer",
"Stomach",
"Hunger",
"Thirst",
"Rotatable",
};
foreach (var ignoreName in registerIgnore)
{
factory.RegisterIgnore(ignoreName);
}
factory.Register<SharedResearchConsoleComponent>();
factory.Register<SharedLatheComponent>();
factory.Register<SharedSpawnPointComponent>();
factory.Register<SolutionComponent>();
factory.Register<SharedVendingMachineComponent>();
factory.Register<SharedWiresComponent>();
factory.Register<SharedReagentDispenserComponent>();
prototypes.RegisterIgnore("material");
prototypes.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
IoCManager.Register<IGameHud, GameHud>();
IoCManager.Register<IClientNotifyManager, ClientNotifyManager>();
IoCManager.Register<ISharedNotifyManager, ClientNotifyManager>();
IoCManager.Register<IClientGameTicker, ClientGameTicker>();
IoCManager.Register<IParallaxManager, ParallaxManager>();
IoCManager.Register<IChatManager, ChatManager>();
IoCManager.Register<IEscapeMenuOwner, EscapeMenuOwner>();
IoCManager.Register<ISandboxManager, SandboxManager>();
if (TestingCallbacks != null)
{
var cast = (ClientModuleTestingCallbacks) TestingCallbacks;
cast.ClientBeforeIoC?.Invoke();
}
IoCManager.BuildGraph();
IoCManager.Resolve<IParallaxManager>().LoadParallax();
IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
var stylesheet = new NanoStyle();
IoCManager.Resolve<IUserInterfaceManager>().Stylesheet = stylesheet.Stylesheet;
IoCManager.Resolve<IUserInterfaceManager>().Stylesheet = stylesheet.Stylesheet;
IoCManager.InjectDependencies(this);
_escapeMenuOwner.Initialize();
}
/// <summary>
/// Subscribe events to the player manager after the player manager is set up
/// </summary>
/// <param name="sender"></param>
/// <param name="args"></param>
public void SubscribePlayerAttachmentEvents(object sender, EventArgs args)
{
_playerManager.LocalPlayer.EntityAttached += AttachPlayerToEntity;
_playerManager.LocalPlayer.EntityDetached += DetachPlayerFromEntity;
}
/// <summary>
/// Add the character interface master which combines all character interfaces into one window
/// </summary>
public static void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs)
{
eventArgs.NewEntity.AddComponent<CharacterInterface>();
}
/// <summary>
/// Remove the character interface master from this entity now that we have detached ourselves from it
/// </summary>
public static void DetachPlayerFromEntity(EntityDetachedEventArgs eventArgs)
{
eventArgs.OldEntity.RemoveComponent<CharacterInterface>();
}
public override void PostInit()
{
base.PostInit();
// Setup key contexts
var inputMan = IoCManager.Resolve<IInputManager>();
ContentContexts.SetupContexts(inputMan.Contexts);
IoCManager.Resolve<IGameHud>().Initialize();
IoCManager.Resolve<IClientNotifyManager>().Initialize();
IoCManager.Resolve<IClientGameTicker>().Initialize();
IoCManager.Resolve<IOverlayManager>().AddOverlay(new ParallaxOverlay());
IoCManager.Resolve<IChatManager>().Initialize();
IoCManager.Resolve<ISandboxManager>().Initialize();
}
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
{
base.Update(level, frameEventArgs);
switch (level)
{
case ModUpdateLevel.FramePreEngine:
IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(frameEventArgs);
IoCManager.Resolve<IClientGameTicker>().FrameUpdate(frameEventArgs);
IoCManager.Resolve<IChatManager>().FrameUpdate(frameEventArgs);
break;
}
}
}
}