* Add hunger and thirst Based on the SS13 systems. Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst * Cleanup rebase * Cleanup stuff that was prototyped * Address feedback Still need to add a statuseffects system in a separate branch * More cleanup on nutrition Fix Remie's feedback and also damage tick. * Re-implement nutrition with master * Updated to use the StatusEffectsUI update * Removed all clientside components as they only receive the UI updates now * Implemented PR feedback * Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution Still TODO: * Metabolisation effects * Change drink contents to alcohol / wine etc. * Add items to the dispensers * For transparent containers use RecalculateColor Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser * Fix broken bottle parent
231 lines
8.1 KiB
C#
231 lines
8.1 KiB
C#
using System;
|
|
using Content.Client.Chat;
|
|
using Content.Client.GameObjects.Components.Actor;
|
|
using Content.Client.GameTicking;
|
|
using Content.Client.Input;
|
|
using Content.Client.Interfaces;
|
|
using Content.Client.Interfaces.Chat;
|
|
using Content.Client.Interfaces.Parallax;
|
|
using Content.Client.Parallax;
|
|
using Content.Client.Sandbox;
|
|
using Content.Client.UserInterface;
|
|
using Content.Shared.GameObjects.Components;
|
|
using Content.Shared.GameObjects.Components.Chemistry;
|
|
using Content.Shared.GameObjects.Components.Markers;
|
|
using Content.Shared.GameObjects.Components.Research;
|
|
using Content.Shared.GameObjects.Components.VendingMachines;
|
|
using Content.Shared.Interfaces;
|
|
using Robust.Client.Interfaces;
|
|
using Robust.Client.Interfaces.Graphics.Overlays;
|
|
using Robust.Client.Interfaces.Input;
|
|
using Robust.Client.Interfaces.UserInterface;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.ContentPack;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Client
|
|
{
|
|
public class EntryPoint : GameClient
|
|
{
|
|
#pragma warning disable 649
|
|
[Dependency] private readonly IPlayerManager _playerManager;
|
|
[Dependency] private readonly IEscapeMenuOwner _escapeMenuOwner;
|
|
#pragma warning restore 649
|
|
|
|
public override void Init()
|
|
{
|
|
var factory = IoCManager.Resolve<IComponentFactory>();
|
|
var prototypes = IoCManager.Resolve<IPrototypeManager>();
|
|
|
|
factory.DoAutoRegistrations();
|
|
|
|
var registerIgnore = new[]
|
|
{
|
|
"Wrenchable",
|
|
"AmmoBox",
|
|
"Breakable",
|
|
"Pickaxe",
|
|
"Interactable",
|
|
"Destructible",
|
|
"Temperature",
|
|
"PowerTransfer",
|
|
"PowerNode",
|
|
"PowerProvider",
|
|
"PowerDevice",
|
|
"PowerStorage",
|
|
"PowerGenerator",
|
|
"Explosive",
|
|
"OnUseTimerTrigger",
|
|
"ToolboxElectricalFill",
|
|
"ToolLockerFill",
|
|
"EmitSoundOnUse",
|
|
"FootstepModifier",
|
|
"HeatResistance",
|
|
"Teleportable",
|
|
"ItemTeleporter",
|
|
"Portal",
|
|
"EntityStorage",
|
|
"PlaceableSurface",
|
|
"Wirecutter",
|
|
"Screwdriver",
|
|
"Multitool",
|
|
"Welder",
|
|
"Wrench",
|
|
"Crowbar",
|
|
"HitscanWeapon",
|
|
"ProjectileWeapon",
|
|
"Projectile",
|
|
"MeleeWeapon",
|
|
"Storeable",
|
|
"Stack",
|
|
"Dice",
|
|
"Construction",
|
|
"Apc",
|
|
"Door",
|
|
"PoweredLight",
|
|
"Smes",
|
|
"Powercell",
|
|
"HandheldLight",
|
|
"LightBulb",
|
|
"Healing",
|
|
"Catwalk",
|
|
"BallisticMagazine",
|
|
"BallisticMagazineWeapon",
|
|
"BallisticBullet",
|
|
"HitscanWeaponCapacitor",
|
|
"PowerCell",
|
|
"AiController",
|
|
"PlayerInputMover",
|
|
"Computer",
|
|
"AsteroidRock",
|
|
"ResearchServer",
|
|
"ResearchPointSource",
|
|
"ResearchClient",
|
|
"IdCard",
|
|
"Access",
|
|
"AccessReader",
|
|
"IdCardConsole",
|
|
"Airlock",
|
|
"MedicalScanner",
|
|
"WirePlacer",
|
|
"Species",
|
|
"Drink",
|
|
"Food",
|
|
"DrinkFoodContainer",
|
|
"Stomach",
|
|
"Hunger",
|
|
"Thirst",
|
|
"Rotatable",
|
|
};
|
|
|
|
foreach (var ignoreName in registerIgnore)
|
|
{
|
|
factory.RegisterIgnore(ignoreName);
|
|
}
|
|
|
|
factory.Register<SharedResearchConsoleComponent>();
|
|
factory.Register<SharedLatheComponent>();
|
|
factory.Register<SharedSpawnPointComponent>();
|
|
|
|
factory.Register<SolutionComponent>();
|
|
|
|
factory.Register<SharedVendingMachineComponent>();
|
|
factory.Register<SharedWiresComponent>();
|
|
|
|
factory.Register<SharedReagentDispenserComponent>();
|
|
|
|
prototypes.RegisterIgnore("material");
|
|
prototypes.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
|
|
|
|
IoCManager.Register<IGameHud, GameHud>();
|
|
IoCManager.Register<IClientNotifyManager, ClientNotifyManager>();
|
|
IoCManager.Register<ISharedNotifyManager, ClientNotifyManager>();
|
|
IoCManager.Register<IClientGameTicker, ClientGameTicker>();
|
|
IoCManager.Register<IParallaxManager, ParallaxManager>();
|
|
IoCManager.Register<IChatManager, ChatManager>();
|
|
IoCManager.Register<IEscapeMenuOwner, EscapeMenuOwner>();
|
|
IoCManager.Register<ISandboxManager, SandboxManager>();
|
|
|
|
if (TestingCallbacks != null)
|
|
{
|
|
var cast = (ClientModuleTestingCallbacks) TestingCallbacks;
|
|
cast.ClientBeforeIoC?.Invoke();
|
|
}
|
|
|
|
IoCManager.BuildGraph();
|
|
|
|
IoCManager.Resolve<IParallaxManager>().LoadParallax();
|
|
IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
|
|
|
|
var stylesheet = new NanoStyle();
|
|
|
|
IoCManager.Resolve<IUserInterfaceManager>().Stylesheet = stylesheet.Stylesheet;
|
|
IoCManager.Resolve<IUserInterfaceManager>().Stylesheet = stylesheet.Stylesheet;
|
|
|
|
IoCManager.InjectDependencies(this);
|
|
|
|
_escapeMenuOwner.Initialize();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Subscribe events to the player manager after the player manager is set up
|
|
/// </summary>
|
|
/// <param name="sender"></param>
|
|
/// <param name="args"></param>
|
|
public void SubscribePlayerAttachmentEvents(object sender, EventArgs args)
|
|
{
|
|
_playerManager.LocalPlayer.EntityAttached += AttachPlayerToEntity;
|
|
_playerManager.LocalPlayer.EntityDetached += DetachPlayerFromEntity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the character interface master which combines all character interfaces into one window
|
|
/// </summary>
|
|
public static void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs)
|
|
{
|
|
eventArgs.NewEntity.AddComponent<CharacterInterface>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove the character interface master from this entity now that we have detached ourselves from it
|
|
/// </summary>
|
|
public static void DetachPlayerFromEntity(EntityDetachedEventArgs eventArgs)
|
|
{
|
|
eventArgs.OldEntity.RemoveComponent<CharacterInterface>();
|
|
}
|
|
|
|
public override void PostInit()
|
|
{
|
|
base.PostInit();
|
|
|
|
// Setup key contexts
|
|
var inputMan = IoCManager.Resolve<IInputManager>();
|
|
ContentContexts.SetupContexts(inputMan.Contexts);
|
|
|
|
IoCManager.Resolve<IGameHud>().Initialize();
|
|
IoCManager.Resolve<IClientNotifyManager>().Initialize();
|
|
IoCManager.Resolve<IClientGameTicker>().Initialize();
|
|
IoCManager.Resolve<IOverlayManager>().AddOverlay(new ParallaxOverlay());
|
|
IoCManager.Resolve<IChatManager>().Initialize();
|
|
IoCManager.Resolve<ISandboxManager>().Initialize();
|
|
}
|
|
|
|
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
|
|
{
|
|
base.Update(level, frameEventArgs);
|
|
|
|
switch (level)
|
|
{
|
|
case ModUpdateLevel.FramePreEngine:
|
|
IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(frameEventArgs);
|
|
IoCManager.Resolve<IClientGameTicker>().FrameUpdate(frameEventArgs);
|
|
IoCManager.Resolve<IChatManager>().FrameUpdate(frameEventArgs);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|