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:
metalgearsloth
2019-11-17 12:26:31 +11:00
committed by Pieter-Jan Briers
parent 8b1be6edee
commit 480d3b26c4
5 changed files with 9 additions and 9 deletions

View File

@@ -48,7 +48,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
public override void ExposeData(ObjectSerializer serializer) public override void ExposeData(ObjectSerializer serializer)
{ {
base.ExposeData(serializer); base.ExposeData(serializer);
serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.5f); serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.1f);
} }
public void HungerThresholdEffect(bool force = false) public void HungerThresholdEffect(bool force = false)

View File

@@ -38,17 +38,17 @@ namespace Content.Server.GameObjects.Components.Nutrition
public Dictionary<ThirstThreshold, float> ThirstThresholds => _thirstThresholds; public Dictionary<ThirstThreshold, float> ThirstThresholds => _thirstThresholds;
private Dictionary<ThirstThreshold, float> _thirstThresholds = new Dictionary<ThirstThreshold, float> private Dictionary<ThirstThreshold, float> _thirstThresholds = new Dictionary<ThirstThreshold, float>
{ {
{ThirstThreshold.OverHydrated, 400.0f}, {ThirstThreshold.OverHydrated, 600.0f},
{ThirstThreshold.Okay, 300.0f}, {ThirstThreshold.Okay, 450.0f},
{ThirstThreshold.Thirsty, 200.0f}, {ThirstThreshold.Thirsty, 300.0f},
{ThirstThreshold.Parched, 100.0f}, {ThirstThreshold.Parched, 150.0f},
{ThirstThreshold.Dead, 0.0f}, {ThirstThreshold.Dead, 0.0f},
}; };
public override void ExposeData(ObjectSerializer serializer) public override void ExposeData(ObjectSerializer serializer)
{ {
base.ExposeData(serializer); base.ExposeData(serializer);
serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.5f); serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.1f);
} }
public void ThirstThresholdEffect(bool force = false) public void ThirstThresholdEffect(bool force = false)

View File

@@ -23,8 +23,8 @@ namespace Content.Server.GameObjects.EntitySystems
{ {
var comp = entity.GetComponent<HungerComponent>(); var comp = entity.GetComponent<HungerComponent>();
comp.OnUpdate(_accumulatedFrameTime); comp.OnUpdate(_accumulatedFrameTime);
_accumulatedFrameTime = 0.0f;
} }
_accumulatedFrameTime = 0.0f;
} }
} }
} }

View File

@@ -24,8 +24,8 @@ namespace Content.Server.GameObjects.EntitySystems
{ {
var comp = entity.GetComponent<StomachComponent>(); var comp = entity.GetComponent<StomachComponent>();
comp.OnUpdate(_accumulatedFrameTime); comp.OnUpdate(_accumulatedFrameTime);
_accumulatedFrameTime = 0.0f;
} }
_accumulatedFrameTime = 0.0f;
} }
} }
} }

View File

@@ -23,8 +23,8 @@ namespace Content.Server.GameObjects.EntitySystems
{ {
var comp = entity.GetComponent<ThirstComponent>(); var comp = entity.GetComponent<ThirstComponent>();
comp.OnUpdate(_accumulatedFrameTime); comp.OnUpdate(_accumulatedFrameTime);
_accumulatedFrameTime = 0.0f;
} }
_accumulatedFrameTime = 0.0f;
} }
} }
} }