* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
64 lines
2.7 KiB
C#
64 lines
2.7 KiB
C#
using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Body;
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// TODO: These systems are in the same file since satiation should be one system instead of two. Combine these when that happens.
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// TODO: Arguably oxygen saturation should also be added here...
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/// <summary>
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/// Modifies the thirst level of a given entity, multiplied by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class SatiateThirstEntityEffectsSystem : EntityEffectSystem<ThirstComponent, SatiateThirst>
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{
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[Dependency] private readonly ThirstSystem _thirst = default!;
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protected override void Effect(Entity<ThirstComponent> entity, ref EntityEffectEvent<SatiateThirst> args)
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{
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_thirst.ModifyThirst(entity, entity.Comp, args.Effect.Factor * args.Scale);
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}
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}
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/// <summary>
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/// Modifies the hunger level of a given entity, multiplied by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class SatiateHungerEntityEffectsSystem : EntityEffectSystem<HungerComponent, SatiateHunger>
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{
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[Dependency] private readonly HungerSystem _hunger = default!;
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protected override void Effect(Entity<HungerComponent> entity, ref EntityEffectEvent<SatiateHunger> args)
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{
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_hunger.ModifyHunger(entity, args.Effect.Factor * args.Scale, entity.Comp);
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}
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}
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/// <summary>
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/// A type of <see cref="EntityEffectBase{T}"/> made for satiation effects.
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/// </summary>
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/// <typeparam name="T">The effect inheriting this BaseEffect</typeparam>
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/// <inheritdoc cref="EntityEffect"/>
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public abstract partial class Satiate<T> : EntityEffectBase<T> where T : EntityEffectBase<T>
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{
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public const float AverageSatiation = 3f; // Magic number. Not sure how it was calculated since I didn't make it.
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/// <summary>
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/// Change in satiation.
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/// </summary>
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[DataField]
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public float Factor = -1.5f;
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}
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/// <inheritdoc cref="Satiate{T}"/>
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public sealed partial class SatiateThirst : Satiate<SatiateThirst>
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{
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-satiate-thirst", ("chance", Probability), ("relative", Factor / AverageSatiation));
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}
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/// <inheritdoc cref="Satiate{T}"/>
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public sealed partial class SatiateHunger : Satiate<SatiateHunger>
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{
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-satiate-hunger", ("chance", Probability), ("relative", Factor / AverageSatiation));
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}
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