Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
77 lines
2.3 KiB
C#
77 lines
2.3 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Nutrition.Components;
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[RegisterComponent, NetworkedComponent, Access(typeof(ThirstSystem))]
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[AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class ThirstComponent : Component
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{
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// Base stuff
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("baseDecayRate")]
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[AutoNetworkedField]
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public float BaseDecayRate = 0.1f;
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[ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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public float ActualDecayRate;
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public ThirstThreshold CurrentThirstThreshold;
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public ThirstThreshold LastThirstThreshold;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("startingThirst")]
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[AutoNetworkedField]
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public float CurrentThirst = -1f;
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/// <summary>
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/// The time when the hunger will update next.
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/// </summary>
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[DataField("nextUpdateTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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[AutoPausedField]
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public TimeSpan NextUpdateTime;
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/// <summary>
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/// The time between each update.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField, AutoNetworkedField]
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public TimeSpan UpdateRate = TimeSpan.FromSeconds(1);
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[DataField("thresholds")]
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[AutoNetworkedField]
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public Dictionary<ThirstThreshold, float> ThirstThresholds = new()
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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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public static readonly Dictionary<ThirstThreshold, AlertType> ThirstThresholdAlertTypes = new()
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{
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{ThirstThreshold.Thirsty, AlertType.Thirsty},
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{ThirstThreshold.Parched, AlertType.Parched},
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{ThirstThreshold.Dead, AlertType.Parched},
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};
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}
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[Flags]
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public enum ThirstThreshold : byte
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{
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// Hydrohomies
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Dead = 0,
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Parched = 1 << 0,
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Thirsty = 1 << 1,
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Okay = 1 << 2,
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OverHydrated = 1 << 3,
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}
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