* 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
179 lines
7.4 KiB
C#
179 lines
7.4 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public sealed class HungerComponent : Component
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{
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#pragma warning disable 649
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[Dependency] private readonly IRobustRandom _random;
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#pragma warning restore 649
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public override string Name => "Hunger";
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// Base stuff
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public float BaseDecayRate => _baseDecayRate;
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[ViewVariables] private float _baseDecayRate;
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public float ActualDecayRate => _actualDecayRate;
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[ViewVariables] private float _actualDecayRate;
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// Hunger
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public HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
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private HungerThreshold _currentHungerThreshold;
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private HungerThreshold _lastHungerThreshold;
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public float CurrentHunger => _currentHunger;
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[ViewVariables] private float _currentHunger;
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public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
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private Dictionary<HungerThreshold, float> _hungerThresholds = new Dictionary<HungerThreshold, float>
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{
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{HungerThreshold.Overfed, 600.0f},
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{HungerThreshold.Okay, 450.0f},
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{HungerThreshold.Peckish, 300.0f},
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{HungerThreshold.Starving, 150.0f},
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{HungerThreshold.Dead, 0.0f},
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};
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.5f);
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}
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public void HungerThresholdEffect(bool force = false)
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{
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if (_currentHungerThreshold != _lastHungerThreshold || force) {
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Logger.InfoS("hunger", $"Updating hunger state for {Owner.Name}");
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// Revert slow speed if required
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if (_lastHungerThreshold == HungerThreshold.Starving && _currentHungerThreshold != HungerThreshold.Dead &&
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Owner.TryGetComponent(out PlayerInputMoverComponent playerSpeedupComponent))
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{
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// TODO shitcode: Come up something better
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playerSpeedupComponent.WalkMoveSpeed = playerSpeedupComponent.WalkMoveSpeed * 2;
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playerSpeedupComponent.SprintMoveSpeed = playerSpeedupComponent.SprintMoveSpeed * 4;
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}
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// Update UI
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Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
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statusEffectsComponent?.ChangeStatus(StatusEffect.Hunger, "/Textures/Mob/UI/Hunger/" +
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_currentHungerThreshold + ".png");
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switch (_currentHungerThreshold)
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{
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case HungerThreshold.Overfed:
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 1.2f;
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return;
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case HungerThreshold.Okay:
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate;
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return;
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case HungerThreshold.Peckish:
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// Same as okay except with UI icon saying eat soon.
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 0.8f;
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return;
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case HungerThreshold.Starving:
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// TODO: If something else bumps this could cause mega-speed.
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// If some form of speed update system if multiple things are touching it use that.
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if (Owner.TryGetComponent(out PlayerInputMoverComponent playerInputMoverComponent)) {
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playerInputMoverComponent.WalkMoveSpeed = playerInputMoverComponent.WalkMoveSpeed / 2;
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playerInputMoverComponent.SprintMoveSpeed = playerInputMoverComponent.SprintMoveSpeed / 4;
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}
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 0.6f;
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return;
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case HungerThreshold.Dead:
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return;
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default:
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Logger.ErrorS("hunger", $"No hunger threshold found for {_currentHungerThreshold}");
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throw new ArgumentOutOfRangeException($"No hunger threshold found for {_currentHungerThreshold}");
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}
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}
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}
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protected override void Startup()
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{
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base.Startup();
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// Similar functionality to SS13. Should also stagger people going to the chef.
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_currentHunger = _random.Next(
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(int)_hungerThresholds[HungerThreshold.Peckish] + 10,
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(int)_hungerThresholds[HungerThreshold.Okay] - 1);
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_currentHungerThreshold = GetHungerThreshold(_currentHunger);
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_lastHungerThreshold = HungerThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
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HungerThresholdEffect(true);
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}
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public HungerThreshold GetHungerThreshold(float food)
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{
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HungerThreshold result = HungerThreshold.Dead;
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var value = HungerThresholds[HungerThreshold.Overfed];
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foreach (var threshold in _hungerThresholds)
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{
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if (threshold.Value <= value && threshold.Value >= food)
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{
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result = threshold.Key;
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value = threshold.Value;
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}
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}
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return result;
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}
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public void UpdateFood(float amount)
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{
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_currentHunger = Math.Min(_currentHunger + amount, HungerThresholds[HungerThreshold.Overfed]);
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}
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// TODO: If mob is moving increase rate of consumption?
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// Should use a multiplier as something like a disease would overwrite decay rate.
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public void OnUpdate(float frametime)
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{
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_currentHunger -= frametime * ActualDecayRate;
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var calculatedHungerThreshold = GetHungerThreshold(_currentHunger);
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// _trySound(calculatedThreshold);
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if (calculatedHungerThreshold != _currentHungerThreshold)
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{
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_currentHungerThreshold = calculatedHungerThreshold;
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HungerThresholdEffect();
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}
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if (_currentHungerThreshold == HungerThreshold.Dead)
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{
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// TODO: Remove from dead people
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if (Owner.TryGetComponent(out DamageableComponent damage))
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{
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damage.TakeDamage(DamageType.Brute, 2);
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return;
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}
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return;
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}
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}
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}
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public enum HungerThreshold
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{
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Overfed,
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Okay,
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Peckish,
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Starving,
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Dead,
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}
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}
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