Metabolism fixes (#20402)
* In-progress commit for fixing metabolism system * Commit with all debugging in there In case I have to revert or something * Cleanup debug commands
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@@ -14,6 +14,7 @@ public sealed class DrunkOverlay : Overlay
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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@@ -34,6 +35,7 @@ public sealed class DrunkOverlay : Overlay
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protected override void FrameUpdate(FrameEventArgs args)
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{
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var playerEntity = _playerManager.LocalPlayer?.ControlledEntity;
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if (playerEntity == null)
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@@ -47,8 +49,11 @@ public sealed class DrunkOverlay : Overlay
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if (!statusSys.TryGetTime(playerEntity.Value, SharedDrunkSystem.DrunkKey, out var time, status))
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return;
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var timeLeft = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
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CurrentBoozePower += (timeLeft - CurrentBoozePower) * args.DeltaSeconds / 16f;
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var curTime = _timing.CurTime;
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var timeLeft = (float) (time.Value.Item2 - curTime).TotalSeconds;
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CurrentBoozePower += 8f * (0.5f*timeLeft - CurrentBoozePower) * args.DeltaSeconds / (timeLeft+1);
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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@@ -83,6 +88,14 @@ public sealed class DrunkOverlay : Overlay
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/// <param name="boozePower"></param>
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private float BoozePowerToVisual(float boozePower)
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{
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return Math.Clamp((boozePower - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
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// Clamp booze power when it's low, to prevent really jittery effects
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if (boozePower < 50f)
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{
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return 0;
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}
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else
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{
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return Math.Clamp((boozePower - VisualThreshold) / PowerDivisor, 0.0f, 1.0f);
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}
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}
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}
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