* Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Implement field deltas for guns * Content done * Update --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
280 lines
10 KiB
C#
280 lines
10 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Rejuvenate;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Nutrition.EntitySystems;
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public sealed class HungerSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly SharedJetpackSystem _jetpack = default!;
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[ValidatePrototypeId<SatiationIconPrototype>]
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private const string HungerIconOverfedId = "HungerIconOverfed";
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[ValidatePrototypeId<SatiationIconPrototype>]
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private const string HungerIconPeckishId = "HungerIconPeckish";
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[ValidatePrototypeId<SatiationIconPrototype>]
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private const string HungerIconStarvingId = "HungerIconStarving";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HungerComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<HungerComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<HungerComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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SubscribeLocalEvent<HungerComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnMapInit(EntityUid uid, HungerComponent component, MapInitEvent args)
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{
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var amount = _random.Next(
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(int) component.Thresholds[HungerThreshold.Peckish] + 10,
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(int) component.Thresholds[HungerThreshold.Okay]);
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SetHunger(uid, amount, component);
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}
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private void OnShutdown(EntityUid uid, HungerComponent component, ComponentShutdown args)
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{
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_alerts.ClearAlertCategory(uid, component.HungerAlertCategory);
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}
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private void OnRefreshMovespeed(EntityUid uid, HungerComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (component.CurrentThreshold > HungerThreshold.Starving)
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return;
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if (_jetpack.IsUserFlying(uid))
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return;
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args.ModifySpeed(component.StarvingSlowdownModifier, component.StarvingSlowdownModifier);
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}
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private void OnRejuvenate(EntityUid uid, HungerComponent component, RejuvenateEvent args)
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{
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SetHunger(uid, component.Thresholds[HungerThreshold.Okay], component);
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}
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/// <summary>
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/// Gets the current hunger value of the given <see cref="HungerComponent"/>.
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/// </summary>
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public float GetHunger(HungerComponent component)
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{
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var dt = _timing.CurTime - component.LastAuthoritativeHungerChangeTime;
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var value = component.LastAuthoritativeHungerValue - (float)dt.TotalSeconds * component.ActualDecayRate;
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return ClampHungerWithinThresholds(component, value);
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}
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/// <summary>
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/// Adds to the current hunger of an entity by the specified value
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="amount"></param>
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/// <param name="component"></param>
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public void ModifyHunger(EntityUid uid, float amount, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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SetHunger(uid, GetHunger(component) + amount, component);
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}
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/// <summary>
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/// Sets the current hunger of an entity to the specified value
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="amount"></param>
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/// <param name="component"></param>
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public void SetHunger(EntityUid uid, float amount, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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SetAuthoritativeHungerValue((uid, component), amount);
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UpdateCurrentThreshold(uid, component);
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}
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/// <summary>
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/// Sets <see cref="HungerComponent.LastAuthoritativeHungerValue"/> and
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/// <see cref="HungerComponent.LastAuthoritativeHungerChangeTime"/>, and dirties this entity. This "resets" the
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/// starting point for <see cref="GetHunger"/>'s calculation.
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/// </summary>
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/// <param name="entity">The entity whose hunger will be set.</param>
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/// <param name="value">The value to set the entity's hunger to.</param>
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private void SetAuthoritativeHungerValue(Entity<HungerComponent> entity, float value)
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{
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entity.Comp.LastAuthoritativeHungerChangeTime = _timing.CurTime;
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entity.Comp.LastAuthoritativeHungerValue = ClampHungerWithinThresholds(entity.Comp, value);
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DirtyField(entity.Owner, entity.Comp, nameof(HungerComponent.LastAuthoritativeHungerChangeTime));
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}
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private void UpdateCurrentThreshold(EntityUid uid, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var calculatedHungerThreshold = GetHungerThreshold(component);
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if (calculatedHungerThreshold == component.CurrentThreshold)
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return;
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component.CurrentThreshold = calculatedHungerThreshold;
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DoHungerThresholdEffects(uid, component);
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}
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private void DoHungerThresholdEffects(EntityUid uid, HungerComponent? component = null, bool force = false)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.CurrentThreshold == component.LastThreshold && !force)
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return;
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if (GetMovementThreshold(component.CurrentThreshold) != GetMovementThreshold(component.LastThreshold))
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
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}
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if (component.HungerThresholdAlerts.TryGetValue(component.CurrentThreshold, out var alertId))
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{
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_alerts.ShowAlert(uid, alertId);
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}
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else
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{
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_alerts.ClearAlertCategory(uid, component.HungerAlertCategory);
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}
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if (component.HungerThresholdDecayModifiers.TryGetValue(component.CurrentThreshold, out var modifier))
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{
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component.ActualDecayRate = component.BaseDecayRate * modifier;
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SetAuthoritativeHungerValue((uid, component), GetHunger(component));
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}
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component.LastThreshold = component.CurrentThreshold;
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}
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private void DoContinuousHungerEffects(EntityUid uid, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.CurrentThreshold <= HungerThreshold.Starving &&
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component.StarvationDamage is { } damage &&
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!_mobState.IsDead(uid))
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{
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_damageable.TryChangeDamage(uid, damage, true, false);
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}
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}
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/// <summary>
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/// Gets the hunger threshold for an entity based on the amount of food specified.
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/// If a specific amount isn't specified, just uses the current hunger of the entity
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/// </summary>
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/// <param name="component"></param>
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/// <param name="food"></param>
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/// <returns></returns>
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public HungerThreshold GetHungerThreshold(HungerComponent component, float? food = null)
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{
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food ??= GetHunger(component);
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var result = HungerThreshold.Dead;
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var value = component.Thresholds[HungerThreshold.Overfed];
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foreach (var threshold in component.Thresholds)
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{
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if (threshold.Value <= value && threshold.Value >= food)
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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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/// <summary>
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/// A check that returns if the entity is below a hunger threshold.
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/// </summary>
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public bool IsHungerBelowState(EntityUid uid, HungerThreshold threshold, float? food = null, HungerComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return false; // It's never going to go hungry, so it's probably fine to assume that it's not... you know, hungry.
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return GetHungerThreshold(comp, food) < threshold;
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}
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private bool GetMovementThreshold(HungerThreshold threshold)
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{
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switch (threshold)
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{
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case HungerThreshold.Overfed:
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case HungerThreshold.Okay:
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return true;
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case HungerThreshold.Peckish:
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case HungerThreshold.Starving:
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case HungerThreshold.Dead:
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return false;
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default:
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throw new ArgumentOutOfRangeException(nameof(threshold), threshold, null);
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}
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}
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public bool TryGetStatusIconPrototype(HungerComponent component, [NotNullWhen(true)] out SatiationIconPrototype? prototype)
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{
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switch (component.CurrentThreshold)
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{
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case HungerThreshold.Overfed:
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_prototype.TryIndex(HungerIconOverfedId, out prototype);
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break;
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case HungerThreshold.Peckish:
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_prototype.TryIndex(HungerIconPeckishId, out prototype);
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break;
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case HungerThreshold.Starving:
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_prototype.TryIndex(HungerIconStarvingId, out prototype);
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break;
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default:
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prototype = null;
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break;
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}
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return prototype != null;
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}
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private static float ClampHungerWithinThresholds(HungerComponent component, float hungerValue)
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{
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return Math.Clamp(hungerValue,
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component.Thresholds[HungerThreshold.Dead],
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component.Thresholds[HungerThreshold.Overfed]);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<HungerComponent>();
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while (query.MoveNext(out var uid, out var hunger))
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{
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if (_timing.CurTime < hunger.NextThresholdUpdateTime)
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continue;
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hunger.NextThresholdUpdateTime = _timing.CurTime + hunger.ThresholdUpdateRate;
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UpdateCurrentThreshold(uid, hunger);
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DoContinuousHungerEffects(uid, hunger);
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}
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}
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}
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