2021-06-09 22:19:39 +02:00
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using Content.Server.Nutrition.Components;
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2019-11-12 08:20:03 +11:00
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using JetBrains.Annotations;
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2022-05-09 08:50:36 +03:00
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using Robust.Shared.Random;
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using Content.Shared.MobState.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Alert;
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using Content.Server.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Damage;
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2022-06-24 17:44:30 +10:00
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using Content.Shared.Movement.Systems;
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2019-11-12 08:20:03 +11:00
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2021-06-09 22:19:39 +02:00
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namespace Content.Server.Nutrition.EntitySystems
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2019-11-12 08:20:03 +11:00
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{
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[UsedImplicitly]
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2022-02-16 00:23:23 -07:00
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public sealed class ThirstSystem : EntitySystem
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2019-11-12 08:20:03 +11:00
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{
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2022-05-09 08:50:36 +03:00
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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2022-05-28 23:41:17 -07:00
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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2022-05-09 08:50:36 +03:00
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[Dependency] private readonly DamageableSystem _damage = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
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private ISawmill _sawmill = default!;
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2019-11-12 08:20:03 +11:00
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private float _accumulatedFrameTime;
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2022-05-09 08:50:36 +03:00
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public override void Initialize()
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{
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base.Initialize();
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_sawmill = Logger.GetSawmill("thirst");
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SubscribeLocalEvent<ThirstComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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SubscribeLocalEvent<ThirstComponent, ComponentStartup>(OnComponentStartup);
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}
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private void OnComponentStartup(EntityUid uid, ThirstComponent component, ComponentStartup args)
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{
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component.CurrentThirst = _random.Next(
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(int) component.ThirstThresholds[ThirstThreshold.Thirsty] + 10,
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(int) component.ThirstThresholds[ThirstThreshold.Okay] - 1);
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component.CurrentThirstThreshold = GetThirstThreshold(component, component.CurrentThirst);
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component.LastThirstThreshold = ThirstThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
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// TODO: Check all thresholds make sense and throw if they don't.
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UpdateEffects(component);
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}
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private void OnRefreshMovespeed(EntityUid uid, ThirstComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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2022-07-05 23:08:57 -04:00
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var mod = component.CurrentThirstThreshold <= ThirstThreshold.Parched ? 0.75f : 1.0f;
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2022-05-09 08:50:36 +03:00
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args.ModifySpeed(mod, mod);
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}
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private ThirstThreshold GetThirstThreshold(ThirstComponent component, float amount)
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{
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ThirstThreshold result = ThirstThreshold.Dead;
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var value = component.ThirstThresholds[ThirstThreshold.OverHydrated];
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foreach (var threshold in component.ThirstThresholds)
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{
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if (threshold.Value <= value && threshold.Value >= amount)
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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 UpdateThirst(ThirstComponent component, float amount)
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{
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component.CurrentThirst = Math.Min(component.CurrentThirst + amount, component.ThirstThresholds[ThirstThreshold.OverHydrated]);
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}
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public void ResetThirst(ThirstComponent component)
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{
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component.CurrentThirst = component.ThirstThresholds[ThirstThreshold.Okay];
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}
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private void UpdateEffects(ThirstComponent component)
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{
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if (component.LastThirstThreshold == ThirstThreshold.Parched && component.CurrentThirstThreshold != ThirstThreshold.Dead &&
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EntityManager.TryGetComponent(component.Owner, out MovementSpeedModifierComponent? movementSlowdownComponent))
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{
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_movement.RefreshMovementSpeedModifiers(component.Owner);
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}
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// Update UI
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if (ThirstComponent.ThirstThresholdAlertTypes.TryGetValue(component.CurrentThirstThreshold, out var alertId))
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{
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_alerts.ShowAlert(component.Owner, alertId);
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}
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else
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{
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_alerts.ClearAlertCategory(component.Owner, AlertCategory.Thirst);
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}
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switch (component.CurrentThirstThreshold)
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{
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case ThirstThreshold.OverHydrated:
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component.LastThirstThreshold = component.CurrentThirstThreshold;
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component.ActualDecayRate = component.BaseDecayRate * 1.2f;
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return;
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case ThirstThreshold.Okay:
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component.LastThirstThreshold = component.CurrentThirstThreshold;
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component.ActualDecayRate = component.BaseDecayRate;
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return;
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case ThirstThreshold.Thirsty:
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// Same as okay except with UI icon saying drink soon.
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component.LastThirstThreshold = component.CurrentThirstThreshold;
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component.ActualDecayRate = component.BaseDecayRate * 0.8f;
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return;
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case ThirstThreshold.Parched:
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_movement.RefreshMovementSpeedModifiers(component.Owner);
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component.LastThirstThreshold = component.CurrentThirstThreshold;
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component.ActualDecayRate = component.BaseDecayRate * 0.6f;
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return;
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case ThirstThreshold.Dead:
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return;
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default:
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_sawmill.Error($"No thirst threshold found for {component.CurrentThirstThreshold}");
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throw new ArgumentOutOfRangeException($"No thirst threshold found for {component.CurrentThirstThreshold}");
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}
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}
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2019-11-12 08:20:03 +11:00
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public override void Update(float frameTime)
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{
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_accumulatedFrameTime += frameTime;
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Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
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if (_accumulatedFrameTime > 1)
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2019-11-12 08:20:03 +11:00
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{
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2021-10-18 14:58:34 +02:00
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foreach (var component in EntityManager.EntityQuery<ThirstComponent>())
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2019-11-12 08:20:03 +11:00
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{
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2022-05-09 08:50:36 +03:00
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component.CurrentThirst -= component.ActualDecayRate;
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var calculatedThirstThreshold = GetThirstThreshold(component, component.CurrentThirst);
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if (calculatedThirstThreshold != component.CurrentThirstThreshold)
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{
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component.CurrentThirstThreshold = calculatedThirstThreshold;
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UpdateEffects(component);
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}
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2019-11-12 08:20:03 +11:00
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}
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Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
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_accumulatedFrameTime -= 1;
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2019-11-12 08:20:03 +11:00
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}
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}
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}
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}
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