Make nutrition less harsh (#439)
* Make nutrition less harsh Also fix the accumulator because why did I put that in the loop. Decay rates decreased and made drink thirst levels same as hunger for now. * Also fix stomach frametime accumulation
This commit is contained in:
committed by
Pieter-Jan Briers
parent
8b1be6edee
commit
480d3b26c4
@@ -48,7 +48,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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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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serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.1f);
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}
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public void HungerThresholdEffect(bool force = false)
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@@ -38,17 +38,17 @@ namespace Content.Server.GameObjects.Components.Nutrition
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public Dictionary<ThirstThreshold, float> ThirstThresholds => _thirstThresholds;
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private Dictionary<ThirstThreshold, float> _thirstThresholds = new Dictionary<ThirstThreshold, float>
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{
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{ThirstThreshold.OverHydrated, 400.0f},
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{ThirstThreshold.Okay, 300.0f},
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{ThirstThreshold.Thirsty, 200.0f},
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{ThirstThreshold.Parched, 100.0f},
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{ThirstThreshold.OverHydrated, 600.0f},
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{ThirstThreshold.Okay, 450.0f},
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{ThirstThreshold.Thirsty, 300.0f},
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{ThirstThreshold.Parched, 150.0f},
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{ThirstThreshold.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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serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.1f);
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}
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public void ThirstThresholdEffect(bool force = false)
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@@ -23,8 +23,8 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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var comp = entity.GetComponent<HungerComponent>();
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comp.OnUpdate(_accumulatedFrameTime);
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_accumulatedFrameTime = 0.0f;
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}
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_accumulatedFrameTime = 0.0f;
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}
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}
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}
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@@ -24,8 +24,8 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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var comp = entity.GetComponent<StomachComponent>();
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comp.OnUpdate(_accumulatedFrameTime);
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_accumulatedFrameTime = 0.0f;
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}
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_accumulatedFrameTime = 0.0f;
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}
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}
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}
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@@ -23,8 +23,8 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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var comp = entity.GetComponent<ThirstComponent>();
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comp.OnUpdate(_accumulatedFrameTime);
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_accumulatedFrameTime = 0.0f;
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}
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_accumulatedFrameTime = 0.0f;
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}
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}
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}
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