Files
tbd-station-14/Content.Server/GameObjects/Components/Nutrition/ThirstComponent.cs
metalgearsloth 49586e5dcb Slight nutrition clean (#1224)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-28 17:52:34 +02:00

209 lines
7.9 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 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/Mob/UI/Thirst/OverHydrated.png",
"/Textures/Mob/UI/Thirst/Okay.png",
"/Textures/Mob/UI/Thirst/Thirsty.png",
"/Textures/Mob/UI/Thirst/Parched.png",
"/Textures/Mob/UI/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/Mob/UI/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 DamageableComponent damage))
{
if (!damage.IsDead())
{
damage.TakeDamage(DamageType.Brute, 2);
}
}
}
}
public void ResetThirst()
{
_currentThirstThreshold = ThirstThreshold.Okay;
_currentThirst = ThirstThresholds[_currentThirstThreshold];
ThirstThresholdEffect();
}
public override ComponentState GetComponentState()
{
return new ThirstComponentState(_currentThirstThreshold);
}
}
}