Files
tbd-station-14/Content.Server/GameObjects/Components/Nutrition/HungerComponent.cs
AJCM-git ae41d03ec6 Re-organizing the Resources folder. Part 1. (#1234)
* First commit

* Lockers

* Lockers electric boogaloo

* Crates and Lockers

* Almost finishing the Textures folder

* Updating texture paths. Reminder to fix:
* Lockers
* Windows
* Vending Machines
* APC
* Catwalks
* Bedsheets and Cloaks
* Status effects

* dont know what happened here

* Commit before merge

* re-organizing

* Lockers broken

* Commit before merge

* Submodule

* renaming

* Fixing most issues

* forgot these ones

* Updating submodule

* typo

* Fixing some paths

* fixing some paths

* updating submodule

* (hopefully) fixing the submodule
2020-07-07 19:19:00 +02:00

208 lines
8.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects;
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 HungerComponent : SharedHungerComponent
{
// 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;
// Hunger
[ViewVariables(VVAccess.ReadOnly)]
public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
private HungerThreshold _currentHungerThreshold;
private HungerThreshold _lastHungerThreshold;
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentHunger
{
get => _currentHunger;
set => _currentHunger = value;
}
private float _currentHunger;
[ViewVariables(VVAccess.ReadOnly)]
public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
private Dictionary<HungerThreshold, float> _hungerThresholds = new Dictionary<HungerThreshold, float>
{
{HungerThreshold.Overfed, 600.0f},
{HungerThreshold.Okay, 450.0f},
{HungerThreshold.Peckish, 300.0f},
{HungerThreshold.Starving, 150.0f},
{HungerThreshold.Dead, 0.0f},
};
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.1f);
}
// for shared string dict, since we don't define these anywhere in content
[UsedImplicitly]
public static readonly string[] _hungerThresholdImages =
{
"/Textures/Interface/StatusEffects/Hunger/Overfed.png",
"/Textures/Interface/StatusEffects/Hunger/Okay.png",
"/Textures/Interface/StatusEffects/Hunger/Peckish.png",
"/Textures/Interface/StatusEffects/Hunger/Starving.png",
"/Textures/Interface/StatusEffects/Hunger/Dead.png",
};
public void HungerThresholdEffect(bool force = false)
{
if (_currentHungerThreshold != _lastHungerThreshold || force)
{
// Revert slow speed if required
if (_lastHungerThreshold == HungerThreshold.Starving && _currentHungerThreshold != HungerThreshold.Dead &&
Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent))
{
movementSlowdownComponent.RefreshMovementSpeedModifiers();
}
// Update UI
Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
statusEffectsComponent?.ChangeStatusEffectIcon(StatusEffect.Hunger, _hungerThresholdImages[ (int)_currentHungerThreshold ]);
switch (_currentHungerThreshold)
{
case HungerThreshold.Overfed:
_lastHungerThreshold = _currentHungerThreshold;
_actualDecayRate = _baseDecayRate * 1.2f;
return;
case HungerThreshold.Okay:
_lastHungerThreshold = _currentHungerThreshold;
_actualDecayRate = _baseDecayRate;
return;
case HungerThreshold.Peckish:
// Same as okay except with UI icon saying eat soon.
_lastHungerThreshold = _currentHungerThreshold;
_actualDecayRate = _baseDecayRate * 0.8f;
return;
case HungerThreshold.Starving:
// TODO: If something else bumps this could cause mega-speed.
// If some form of speed update system if multiple things are touching it use that.
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent1))
{
movementSlowdownComponent1.RefreshMovementSpeedModifiers();
}
_lastHungerThreshold = _currentHungerThreshold;
_actualDecayRate = _baseDecayRate * 0.6f;
return;
case HungerThreshold.Dead:
return;
default:
Logger.ErrorS("hunger", $"No hunger threshold found for {_currentHungerThreshold}");
throw new ArgumentOutOfRangeException($"No hunger threshold found for {_currentHungerThreshold}");
}
}
}
protected override void Startup()
{
base.Startup();
// Similar functionality to SS13. Should also stagger people going to the chef.
_currentHunger = IoCManager.Resolve<IRobustRandom>().Next(
(int)_hungerThresholds[HungerThreshold.Peckish] + 10,
(int)_hungerThresholds[HungerThreshold.Okay] - 1);
_currentHungerThreshold = GetHungerThreshold(_currentHunger);
_lastHungerThreshold = HungerThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
HungerThresholdEffect(true);
Dirty();
}
public HungerThreshold GetHungerThreshold(float food)
{
HungerThreshold result = HungerThreshold.Dead;
var value = HungerThresholds[HungerThreshold.Overfed];
foreach (var threshold in _hungerThresholds)
{
if (threshold.Value <= value && threshold.Value >= food)
{
result = threshold.Key;
value = threshold.Value;
}
}
return result;
}
public void UpdateFood(float amount)
{
_currentHunger = Math.Min(_currentHunger + amount, HungerThresholds[HungerThreshold.Overfed]);
}
// 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)
{
_currentHunger -= frametime * ActualDecayRate;
var calculatedHungerThreshold = GetHungerThreshold(_currentHunger);
// _trySound(calculatedThreshold);
if (calculatedHungerThreshold != _currentHungerThreshold)
{
_currentHungerThreshold = calculatedHungerThreshold;
HungerThresholdEffect();
Dirty();
}
if (_currentHungerThreshold == HungerThreshold.Dead)
{
if (Owner.TryGetComponent(out DamageableComponent damage))
{
if (!damage.IsDead())
{
damage.TakeDamage(DamageType.Brute, 2);
}
}
}
}
public void ResetFood()
{
_currentHungerThreshold = HungerThreshold.Okay;
_currentHunger = HungerThresholds[_currentHungerThreshold];
HungerThresholdEffect();
}
public override ComponentState GetComponentState()
{
return new HungerComponentState(_currentHungerThreshold);
}
}
}