* 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
68 lines
2.1 KiB
C#
68 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Nutrition
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{
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[UsedImplicitly]
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public sealed class DrinkFoodContainerVisualizer2D : AppearanceVisualizer
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{
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private string _baseState;
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private int _steps;
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private DrinkFoodContainerVisualMode _mode;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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_baseState = node.GetNode("base_state").AsString();
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_steps = node.GetNode("steps").AsInt();
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try
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{
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_mode = node.GetNode("mode").AsEnum<DrinkFoodContainerVisualMode>();
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}
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catch (KeyNotFoundException)
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{
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_mode = DrinkFoodContainerVisualMode.Rounded;
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (!component.TryGetData<int>(DrinkFoodContainerVisuals.Current, out var current))
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{
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return;
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}
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if (!component.TryGetData<int>(DrinkFoodContainerVisuals.Capacity, out var capacity))
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{
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return;
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}
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int step;
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switch (_mode)
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{
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case DrinkFoodContainerVisualMode.Discrete:
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step = Math.Min(_steps - 1, current);
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break;
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case DrinkFoodContainerVisualMode.Rounded:
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step = ContentHelpers.RoundToLevels(current, capacity, _steps);
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break;
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default:
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throw new NullReferenceException();
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}
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sprite.LayerSetState(0, $"{_baseState}-{step}");
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}
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}
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}
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