* 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
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Handles the icons on the right side of the screen.
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/// Should only be used for player-controlled entities
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/// </summary>
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public abstract class SharedStatusEffectsComponent : Component
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{
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public override string Name => "StatusEffectsUI";
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public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
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public sealed override Type StateType => typeof(StatusEffectComponentState);
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}
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[Serializable, NetSerializable]
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public class StatusEffectComponentState : ComponentState
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{
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public Dictionary<StatusEffect, string> StatusEffects;
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public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
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{
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StatusEffects = statusEffects;
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}
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}
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// Each status effect is assumed to be unique
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public enum StatusEffect
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{
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Health,
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Hunger,
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Thirst,
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}
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}
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