Files
tbd-station-14/Content.Server/GameObjects/Components/Nutrition/ThirstComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

212 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 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
{
[Dependency] private readonly IRobustRandom _random = default!;
// 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 { get; } = new Dictionary<ThirstThreshold, float>
{
{ThirstThreshold.OverHydrated, 600.0f},
{ThirstThreshold.Okay, 450.0f},
{ThirstThreshold.Thirsty, 300.0f},
{ThirstThreshold.Parched, 150.0f},
{ThirstThreshold.Dead, 0.0f},
};
public static readonly Dictionary<ThirstThreshold, string> ThirstThresholdImages = new Dictionary<ThirstThreshold, string>
{
{ThirstThreshold.OverHydrated, "/Textures/Interface/StatusEffects/Thirst/OverHydrated.png"},
{ThirstThreshold.Thirsty, "/Textures/Interface/StatusEffects/Thirst/Thirsty.png"},
{ThirstThreshold.Parched, "/Textures/Interface/StatusEffects/Thirst/Parched.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);
if (ThirstThresholdImages.TryGetValue(_currentThirstThreshold, out var statusTexture))
{
statusEffectsComponent?.ChangeStatusEffectIcon(StatusEffect.Thirst, statusTexture);
}
else
{
statusEffectsComponent?.RemoveStatusEffect(StatusEffect.Thirst);
}
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 = _random.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.CurrentState != 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);
}
}
}