Files
tbd-station-14/Content.Server/GameObjects/Components/Nutrition/HungerComponent.cs
2020-06-12 16:22:36 +02:00

215 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 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 : Component, IMoveSpeedModifier
{
#pragma warning disable 649
[Dependency] private readonly IRobustRandom _random;
#pragma warning restore 649
public override string Name => "Hunger";
// Base stuff
public float BaseDecayRate => _baseDecayRate;
[ViewVariables] private float _baseDecayRate;
public float ActualDecayRate => _actualDecayRate;
[ViewVariables] private float _actualDecayRate;
// Hunger
public HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
private HungerThreshold _currentHungerThreshold;
private HungerThreshold _lastHungerThreshold;
public float CurrentHunger => _currentHunger;
[ViewVariables(VVAccess.ReadWrite)] private float _currentHunger;
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/Mob/UI/Hunger/Overfed.png",
"/Textures/Mob/UI/Hunger/Okay.png",
"/Textures/Mob/UI/Hunger/Peckish.png",
"/Textures/Mob/UI/Hunger/Starving.png",
"/Textures/Mob/UI/Hunger/Dead.png",
};
public void HungerThresholdEffect(bool force = false)
{
if (_currentHungerThreshold != _lastHungerThreshold || force)
{
Logger.InfoS("hunger", $"Updating hunger state for {Owner.Name}");
// 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 = _random.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);
}
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();
}
if (_currentHungerThreshold == HungerThreshold.Dead)
{
// TODO: Remove from dead people
if (Owner.TryGetComponent(out DamageableComponent damage))
{
damage.TakeDamage(DamageType.Brute, 2);
return;
}
return;
}
}
public void ResetFood()
{
_currentHunger = HungerThresholds[HungerThreshold.Okay];
}
float IMoveSpeedModifier.WalkSpeedModifier
{
get
{
if (_currentHungerThreshold == HungerThreshold.Starving)
{
return 0.5f;
}
return 1.0f;
}
}
float IMoveSpeedModifier.SprintSpeedModifier
{
get
{
if (_currentHungerThreshold == HungerThreshold.Starving)
{
return 0.5f;
}
return 1.0f;
}
}
}
public enum HungerThreshold
{
Overfed,
Okay,
Peckish,
Starving,
Dead,
}
}