Files
tbd-station-14/Content.Server/GameObjects/Components/Nutrition/ThirstComponent.cs
DrSmugleaf b051261485 Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.

* Updated submodule and also lost some progress cause I fucked it up xd

* First unfinished draft of the BodySystem. Doesn't compile.

* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.

* Many cleanup changes.

* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"

This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.

* Commit human.yml

* Updated a lot of things to be more classy, more progress overall, etc. etc.

* Latest update with many changes

* Minor changes

* Fixed Travis build bug

* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)

* Commit rest of stuff

* Latest changes

* Latest changes again

* 14 naked cowboys

* Yay!

* Latest changes (probably doesnt compile)

* Surgery!!!!!!!!!~1116y

* Cleaned some stuff up

* More cleanup

* Refactoring of code. Basic surgery path now done.

* Removed readme, has been added to HackMD

* Fixes typo (and thus test errors)

* WIP changes, committing so I can pull latest master changes

* Still working on that god awful merge

* Latest changes

* Latest changes!!

* Beginning of refactor to BoundUserInterface

* Surgery!

* Latest changes - fixes pr change requests and random fixes

* oops

* Fixes bodypart recursion

* Beginning of work on revamping the damage system.

* More latest changes

* Latest changes

* Finished merge

* Commit before removing old healthcode

* Almost done with removing speciescomponent...

* It compiles!!!

* yahoo more work

* Fixes to make it work

* Merge conflict fixes

* Deleting species visualizer was a mistake

* IDE warnings are VERBOTEN

* makes the server not kill itself on startup, some cleanup (#1)

* Namespaces, comments and exception fixes

* Fix conveyor and conveyor switch serialization

SS14 in reactive when

* Move damage, acts and body to shared

Damage cleanup
Comment cleanup

* Rename SpeciesComponent to RotationComponent and cleanup

Damage cleanup
Comment cleanup

* Fix nullable warnings

* Address old reviews

Fix off welder suicide damage type, deathmatch and suspicion

* Fix new test fail with units being able to accept items when unpowered

* Remove RotationComponent, change references to IBodyManagerComponent

* Add a bloodstream to humans

* More cleanups

* Add body conduits, connections, connectors substances and valves

* Revert "Add body conduits, connections, connectors substances and valves"

This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.

* Implement the heart mechanism behavior with the circulatory network

* Added network property to mechanism behaviors

* Changed human organ sprites and added missing ones

* Fix tests

* Add individual body part sprite rendering

* Fix error where dropped mechanisms are not initialized

* Implement client/server body damage

* Make DamageContainer take care of raising events

* Reimplement medical scanner with the new body system

* Improve the medical scanner ui

* Merge conflict fixes

* Fix crash when colliding with something

* Fix microwave suicides and eyes sprite rendering

* Fix nullable reference error

* Fix up surgery client side

* Fix missing using from merge conflict

* Add breathing

*inhale

* Merge conflict fixes

* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold

https://github.com/space-wizards/space-station-14/pull/1617

* Use and add to the new AtmosHelpers

* Fix feet

* Add proper coloring to dropped body parts

* Fix Urist's lungs being too strong

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes

Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-16 16:42:42 -07:00

209 lines
8.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Nutrition;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Nutrition
{
[RegisterComponent]
public sealed class ThirstComponent : SharedThirstComponent
{
// Base stuff
[ViewVariables(VVAccess.ReadWrite)]
public float BaseDecayRate
{
get => _baseDecayRate;
set => _baseDecayRate = value;
}
private float _baseDecayRate;
[ViewVariables(VVAccess.ReadWrite)]
public float ActualDecayRate
{
get => _actualDecayRate;
set => _actualDecayRate = value;
}
private float _actualDecayRate;
// Thirst
[ViewVariables(VVAccess.ReadOnly)]
public override ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold;
private ThirstThreshold _currentThirstThreshold;
private ThirstThreshold _lastThirstThreshold;
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentThirst
{
get => _currentThirst;
set => _currentThirst = value;
}
private float _currentThirst;
[ViewVariables(VVAccess.ReadOnly)]
public Dictionary<ThirstThreshold, float> ThirstThresholds => _thirstThresholds;
private readonly Dictionary<ThirstThreshold, float> _thirstThresholds = new Dictionary<ThirstThreshold, float>
{
{ThirstThreshold.OverHydrated, 600.0f},
{ThirstThreshold.Okay, 450.0f},
{ThirstThreshold.Thirsty, 300.0f},
{ThirstThreshold.Parched, 150.0f},
{ThirstThreshold.Dead, 0.0f},
};
// for shared string dict, since we don't define these anywhere in content
[UsedImplicitly]
public static readonly string[] _thirstThresholdImages =
{
"/Textures/Interface/StatusEffects/Thirst/OverHydrated.png",
"/Textures/Interface/StatusEffects/Thirst/Okay.png",
"/Textures/Interface/StatusEffects/Thirst/Thirsty.png",
"/Textures/Interface/StatusEffects/Thirst/Parched.png",
"/Textures/Interface/StatusEffects/Thirst/Dead.png",
};
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.1f);
}
public void ThirstThresholdEffect(bool force = false)
{
if (_currentThirstThreshold != _lastThirstThreshold || force)
{
// Revert slow speed if required
if (_lastThirstThreshold == ThirstThreshold.Parched && _currentThirstThreshold != ThirstThreshold.Dead &&
Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent))
{
movementSlowdownComponent.RefreshMovementSpeedModifiers();
}
// Update UI
Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
statusEffectsComponent?.ChangeStatusEffectIcon(StatusEffect.Thirst, "/Textures/Interface/StatusEffects/Thirst/" +
_currentThirstThreshold + ".png");
switch (_currentThirstThreshold)
{
case ThirstThreshold.OverHydrated:
_lastThirstThreshold = _currentThirstThreshold;
_actualDecayRate = _baseDecayRate * 1.2f;
return;
case ThirstThreshold.Okay:
_lastThirstThreshold = _currentThirstThreshold;
_actualDecayRate = _baseDecayRate;
return;
case ThirstThreshold.Thirsty:
// Same as okay except with UI icon saying drink soon.
_lastThirstThreshold = _currentThirstThreshold;
_actualDecayRate = _baseDecayRate * 0.8f;
return;
case ThirstThreshold.Parched:
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent1))
{
movementSlowdownComponent1.RefreshMovementSpeedModifiers();
}
_lastThirstThreshold = _currentThirstThreshold;
_actualDecayRate = _baseDecayRate * 0.6f;
return;
case ThirstThreshold.Dead:
return;
default:
Logger.ErrorS("thirst", $"No thirst threshold found for {_currentThirstThreshold}");
throw new ArgumentOutOfRangeException($"No thirst threshold found for {_currentThirstThreshold}");
}
}
}
protected override void Startup()
{
base.Startup();
_currentThirst = IoCManager.Resolve<IRobustRandom>().Next(
(int)_thirstThresholds[ThirstThreshold.Thirsty] + 10,
(int)_thirstThresholds[ThirstThreshold.Okay] - 1);
_currentThirstThreshold = GetThirstThreshold(_currentThirst);
_lastThirstThreshold = ThirstThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
// TODO: Check all thresholds make sense and throw if they don't.
ThirstThresholdEffect(true);
Dirty();
}
public ThirstThreshold GetThirstThreshold(float drink)
{
ThirstThreshold result = ThirstThreshold.Dead;
var value = ThirstThresholds[ThirstThreshold.OverHydrated];
foreach (var threshold in _thirstThresholds)
{
if (threshold.Value <= value && threshold.Value >= drink)
{
result = threshold.Key;
value = threshold.Value;
}
}
return result;
}
public void UpdateThirst(float amount)
{
_currentThirst = Math.Min(_currentThirst + amount, ThirstThresholds[ThirstThreshold.OverHydrated]);
}
// TODO: If mob is moving increase rate of consumption.
// Should use a multiplier as something like a disease would overwrite decay rate.
public void OnUpdate(float frametime)
{
_currentThirst -= frametime * ActualDecayRate;
var calculatedThirstThreshold = GetThirstThreshold(_currentThirst);
// _trySound(calculatedThreshold);
if (calculatedThirstThreshold != _currentThirstThreshold)
{
_currentThirstThreshold = calculatedThirstThreshold;
ThirstThresholdEffect();
Dirty();
}
if (_currentThirstThreshold == ThirstThreshold.Dead)
{
if (Owner.TryGetComponent(out IDamageableComponent damageable))
{
if (damageable.CurrentDamageState != DamageState.Dead)
{
damageable.ChangeDamage(DamageType.Blunt, 2, true, null);
}
}
}
}
public void ResetThirst()
{
_currentThirstThreshold = ThirstThreshold.Okay;
_currentThirst = ThirstThresholds[_currentThirstThreshold];
ThirstThresholdEffect();
}
public override ComponentState GetComponentState()
{
return new ThirstComponentState(_currentThirstThreshold);
}
}
}