Rejunevate now satiates hunger and thirst plus code quality (#456)
* Change Rejunevate to satiate hunger and thirst whenever applicable * More progress * One more before rebase * Shit * Bop obsolete using * Verb will not show on non-applicable objects
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committed by
Pieter-Jan Briers
parent
421847e9d3
commit
17b31c417b
@@ -4,11 +4,7 @@ using System.Linq;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -186,38 +182,6 @@ namespace Content.Server.GameObjects
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Thresholds.Add(damageType, new List<DamageThreshold>());
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}
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}
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/// <summary>
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/// Completely removes all damage from the DamageableComponent (heals the mob).
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/// </summary>
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[Verb]
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private sealed class RejuvenateVerb : Verb<DamageableComponent>
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{
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protected override string GetText(IEntity user, DamageableComponent component) => "Rejuvenate";
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protected override VerbVisibility GetVisibility(IEntity user, DamageableComponent component)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.playerSession, "rejuvenate"))
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return VerbVisibility.Visible;
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}
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return VerbVisibility.Invisible;
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}
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protected override void Activate(IEntity user, DamageableComponent component)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.playerSession, "rejuvenate"))
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component.HealAllDamage();
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}
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}
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}
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}
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}
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@@ -1,4 +1,4 @@
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using System;
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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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@@ -164,6 +164,11 @@ namespace Content.Server.GameObjects.Components.Nutrition
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return;
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}
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}
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public void ResetFood()
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{
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_currentHunger = HungerThresholds[HungerThreshold.Okay];
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}
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}
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public enum HungerThreshold
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@@ -1,4 +1,4 @@
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using System;
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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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@@ -165,6 +165,11 @@ namespace Content.Server.GameObjects.Components.Nutrition
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return;
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}
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}
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public void ResetThirst()
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{
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_currentThirst = ThirstThresholds[ThirstThreshold.Okay];
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}
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}
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public enum ThirstThreshold
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