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