Add hunger and thirst (#363)
* Add hunger and thirst Based on the SS13 systems. Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst * Cleanup rebase * Cleanup stuff that was prototyped * Address feedback Still need to add a statuseffects system in a separate branch * More cleanup on nutrition Fix Remie's feedback and also damage tick. * Re-implement nutrition with master * Updated to use the StatusEffectsUI update * Removed all clientside components as they only receive the UI updates now * Implemented PR feedback * Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution Still TODO: * Metabolisation effects * Change drink contents to alcohol / wine etc. * Add items to the dispensers * For transparent containers use RecalculateColor Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser * Fix broken bottle parent
This commit is contained in:
committed by
Pieter-Jan Briers
parent
6de5c01afb
commit
de148fc98f
@@ -32,11 +32,21 @@ namespace Content.Server.GameObjects.Components.Chemistry
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protected override void Startup()
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{
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base.Startup();
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_reactions = _prototypeManager.EnumeratePrototypes<ReactionPrototype>();
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_audioSystem = _entitySystemManager.GetEntitySystem<AudioSystem>();
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}
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/// <summary>
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/// Initializes the SolutionComponent if it doesn't have an owner
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/// </summary>
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public void InitializeFromPrototype()
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{
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// Because Initialize needs an Owner, Startup isn't called, etc.
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IoCManager.InjectDependencies(this);
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_reactions = _prototypeManager.EnumeratePrototypes<ReactionPrototype>();
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}
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/// <summary>
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/// Transfers solution from the held container to the target container.
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/// </summary>
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@@ -193,7 +203,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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}
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public bool TryAddReagent(string reagentId, int quantity, out int acceptedQuantity, bool skipReactionCheck = false)
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public bool TryAddReagent(string reagentId, int quantity, out int acceptedQuantity, bool skipReactionCheck = false, bool skipColor = false)
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{
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if (quantity > _maxVolume - _containedSolution.TotalVolume)
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{
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@@ -206,20 +216,24 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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_containedSolution.AddReagent(reagentId, acceptedQuantity);
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RecalculateColor();
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if (!skipColor) {
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RecalculateColor();
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}
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if(!skipReactionCheck)
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CheckForReaction();
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OnSolutionChanged();
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return true;
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}
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public bool TryAddSolution(Solution solution, bool skipReactionCheck = false)
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public bool TryAddSolution(Solution solution, bool skipReactionCheck = false, bool skipColor = false)
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{
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if (solution.TotalVolume > (_maxVolume - _containedSolution.TotalVolume))
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return false;
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_containedSolution.AddSolution(solution);
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RecalculateColor();
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if (!skipColor) {
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RecalculateColor();
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}
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if(!skipReactionCheck)
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CheckForReaction();
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OnSolutionChanged();
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@@ -0,0 +1,184 @@
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using System;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Content.Shared.Interfaces;
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using Robust.Server.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.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public class DrinkComponent : Component, IAfterAttack, IUse
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{
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#pragma warning disable 649
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[Dependency] private readonly ILocalizationManager _localizationManager;
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#pragma warning restore 649
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public override string Name => "Drink";
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[ViewVariables]
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private SolutionComponent _contents;
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private AppearanceComponent _appearanceComponent;
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[ViewVariables]
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private string _useSound;
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[ViewVariables]
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private string _finishPrototype;
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public int TransferAmount => _transferAmount;
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[ViewVariables]
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private int _transferAmount = 2;
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public int MaxVolume
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{
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get => _contents.MaxVolume;
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set => _contents.MaxVolume = value;
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}
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private Solution _initialContents; // This is just for loading from yaml
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private bool _despawnOnFinish;
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public int UsesLeft()
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{
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// In case transfer amount exceeds volume left
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if (_contents.CurrentVolume == 0)
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{
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return 0;
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}
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return Math.Max(1, _contents.CurrentVolume / _transferAmount);
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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 _initialContents, "contents", null);
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serializer.DataField(ref _useSound, "use_sound", "/Audio/items/drink.ogg");
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// E.g. cola can when done or clear bottle, whatever
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// Currently this will enforce it has the same volume but this may change.
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serializer.DataField(ref _despawnOnFinish, "despawn_empty", true);
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serializer.DataField(ref _finishPrototype, "spawn_on_finish", null);
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}
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public override void Initialize()
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{
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base.Initialize();
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if (_contents == null)
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{
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if (Owner.TryGetComponent(out SolutionComponent solutionComponent))
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{
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_contents = solutionComponent;
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}
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else
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{
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_contents = Owner.AddComponent<SolutionComponent>();
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_contents.Initialize();
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}
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}
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_contents.MaxVolume = _initialContents.TotalVolume;
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}
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protected override void Startup()
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{
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base.Startup();
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if (_initialContents != null)
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{
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_contents.TryAddSolution(_initialContents, true, true);
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}
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_initialContents = null;
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Owner.TryGetComponent(out AppearanceComponent appearance);
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_appearanceComponent = appearance;
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_appearanceComponent?.SetData(SharedFoodComponent.FoodVisuals.MaxUses, MaxVolume);
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_updateAppearance();
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}
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private void _updateAppearance()
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{
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_appearanceComponent?.SetData(SharedFoodComponent.FoodVisuals.Visual, UsesLeft());
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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UseDrink(eventArgs.User);
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return true;
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}
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void IAfterAttack.AfterAttack(AfterAttackEventArgs eventArgs)
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{
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UseDrink(eventArgs.Attacked);
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}
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void UseDrink(IEntity user)
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{
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if (user == null)
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{
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return;
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}
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if (UsesLeft() == 0 && !_despawnOnFinish)
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{
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user.PopupMessage(user, _localizationManager.GetString("Empty"));
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return;
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}
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if (user.TryGetComponent(out StomachComponent stomachComponent))
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{
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var transferAmount = Math.Min(_transferAmount, _contents.CurrentVolume);
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var split = _contents.SplitSolution(transferAmount);
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if (stomachComponent.TryTransferSolution(split))
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{
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if (_useSound != null)
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{
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Owner.GetComponent<SoundComponent>()?.Play(_useSound);
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user.PopupMessage(user, _localizationManager.GetString("Slurp"));
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}
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}
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else
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{
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// Add it back in
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_contents.TryAddSolution(split);
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user.PopupMessage(user, _localizationManager.GetString("Can't drink"));
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}
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}
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// Drink containers are mostly transient.
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if (!_despawnOnFinish || UsesLeft() > 0)
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{
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return;
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}
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Owner.Delete();
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if (_finishPrototype != null)
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{
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var finisher = Owner.EntityManager.SpawnEntity(_finishPrototype);
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if (user.TryGetComponent(out HandsComponent handsComponent) && finisher.TryGetComponent(out ItemComponent itemComponent))
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{
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if (handsComponent.CanPutInHand(itemComponent))
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{
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handsComponent.PutInHand(itemComponent);
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return;
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}
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}
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finisher.Transform.GridPosition = user.Transform.GridPosition;
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if (finisher.TryGetComponent(out DrinkComponent drinkComponent))
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{
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drinkComponent.MaxVolume = MaxVolume;
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}
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return;
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}
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}
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}
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}
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@@ -0,0 +1,191 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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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.Interfaces.Random;
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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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namespace Content.Server.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public sealed class DrinkFoodContainerComponent : SharedDrinkFoodContainerComponent, IMapInit, IUse
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{
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public override string Name => "DrinkFoodContainer";
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private string _useSound;
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private Container _foodContainer;
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// Optimisation scabbed from BallisticMagazineComponent to avoid loading entities until needed
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[ViewVariables] private readonly Stack<IEntity> _loadedFood = new Stack<IEntity>();
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private AppearanceComponent _appearanceComponent;
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[ViewVariables] public int Count => _availableSpawnCount + _loadedFood.Count;
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private int _availableSpawnCount;
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private Dictionary<string, int> _prototypes;
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private string _finishPrototype;
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public int Capacity => _capacity;
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private int _capacity;
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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 _useSound, "use_sound", null);
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// Is a dictionary for stuff with probabilities (mainly donut box)
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serializer.DataField(ref _prototypes, "prototypes", null);
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// If you want the final item to be different e.g. trash
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serializer.DataField(ref _finishPrototype, "spawn_on_finish", null);
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serializer.DataField(ref _availableSpawnCount, "available_spawn_count", 0);
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serializer.DataField(ref _capacity, "capacity", 5);
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.TryGetComponent(out AppearanceComponent appearance);
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_appearanceComponent = appearance;
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if (_prototypes == null)
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{
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throw new NullReferenceException();
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}
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if (_prototypes.Sum(x => x.Value) != 100)
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{
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throw new ArgumentOutOfRangeException();
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}
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}
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public void MapInit()
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{
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_availableSpawnCount = Capacity;
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}
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protected override void Startup()
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{
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base.Startup();
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_foodContainer =
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ContainerManagerComponent.Ensure<Container>("food_container", Owner, out var existed);
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if (existed)
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{
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foreach (var entity in _foodContainer.ContainedEntities)
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{
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_loadedFood.Push(entity);
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}
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}
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_updateAppearance();
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_appearanceComponent?.SetData(DrinkFoodContainerVisuals.Capacity, Capacity);
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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// TODO: Potentially change this depending upon desired functionality
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IEntity item = TakeItem(eventArgs.User);
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if (item == null)
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{
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return false;
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}
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if (item.TryGetComponent(out ItemComponent itemComponent) &&
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eventArgs.User.TryGetComponent(out HandsComponent handsComponent))
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{
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if (handsComponent.CanPutInHand(itemComponent))
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{
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handsComponent.PutInHand(itemComponent);
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return true;
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}
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}
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item.Transform.GridPosition = eventArgs.User.Transform.GridPosition;
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return true;
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}
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// TODO: Somewhat shitcode
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// Tried using .Prob() buuuuuttt trying that for each item wouldn't work.
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private string _getProbItem(Dictionary<string, int> prototypes)
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{
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if (prototypes.Count == 1)
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{
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return prototypes.Keys.ToList()[0];
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}
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var prob = IoCManager.Resolve<IRobustRandom>();
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var result = prob.Next(0, 100);
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var runningTotal = 0;
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foreach (var item in prototypes)
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{
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runningTotal += item.Value;
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if (result < runningTotal)
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{
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return item.Key;
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}
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}
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throw new Exception();
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}
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public IEntity TakeItem(IEntity user)
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{
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if (_useSound != null)
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{
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if (Owner.TryGetComponent(out SoundComponent soundComponent) && _useSound != null)
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{
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soundComponent.Play(_useSound);
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}
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}
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IEntity item = null;
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if (_loadedFood.Count > 0)
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{
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item = _loadedFood.Pop();
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_foodContainer.Remove(item);
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}
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if (_availableSpawnCount > 0)
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{
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var prototypeName = _getProbItem(_prototypes);
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item = Owner.EntityManager.SpawnEntity(prototypeName);
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_availableSpawnCount -= 1;
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}
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_tryDelete(user);
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_updateAppearance();
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return item;
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}
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private void _tryDelete(IEntity user)
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{
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if (Count <= 0)
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{
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// Ideally this takes priority to be put into inventory rather than the desired item
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if (_finishPrototype != null)
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{
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var item = Owner.EntityManager.SpawnEntity(_finishPrototype);
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item.Transform.GridPosition = Owner.Transform.GridPosition;
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Owner.Delete();
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if (user.TryGetComponent(out HandsComponent handsComponent) &&
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item.TryGetComponent(out ItemComponent itemComponent))
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{
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if (handsComponent.CanPutInHand(itemComponent))
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{
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handsComponent.PutInHand(itemComponent);
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}
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}
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return;
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}
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Owner.Delete();
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}
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}
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private void _updateAppearance()
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{
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_appearanceComponent?.SetData(DrinkFoodContainerVisuals.Current, Count);
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}
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}
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}
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181
Content.Server/GameObjects/Components/Nutrition/FoodComponent.cs
Normal file
181
Content.Server/GameObjects/Components/Nutrition/FoodComponent.cs
Normal file
@@ -0,0 +1,181 @@
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using System;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Content.Shared.Interfaces;
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using Robust.Server.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.Localization;
|
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using Robust.Shared.Serialization;
|
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using Robust.Shared.ViewVariables;
|
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|
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namespace Content.Server.GameObjects.Components.Nutrition
|
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{
|
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[RegisterComponent]
|
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public class FoodComponent : Component, IAfterAttack, IUse
|
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{
|
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#pragma warning disable 649
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[Dependency] private readonly ILocalizationManager _localizationManager;
|
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#pragma warning restore 649
|
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// Currently the design is similar to drinkcomponent but it's susceptible to change so left as is for now.
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public override string Name => "Food";
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|
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private AppearanceComponent _appearanceComponent;
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||||
|
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[ViewVariables]
|
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private string _useSound;
|
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[ViewVariables]
|
||||
private string _finishPrototype;
|
||||
[ViewVariables]
|
||||
private SolutionComponent _contents;
|
||||
[ViewVariables]
|
||||
private int _transferAmount;
|
||||
|
||||
private Solution _initialContents; // This is just for loading from yaml
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
// Default is 1 use restoring 30
|
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serializer.DataField(ref _initialContents, "contents", null);
|
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serializer.DataField(ref _useSound, "use_sound", "/Audio/items/eatfood.ogg");
|
||||
// Default is transfer 30 units
|
||||
serializer.DataField(ref _transferAmount,
|
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"transfer_amount",
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30 / StomachComponent.NutrimentFactor);
|
||||
// E.g. empty chip packet when done
|
||||
serializer.DataField(ref _finishPrototype, "spawn_on_finish", null);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
if (_contents == null)
|
||||
{
|
||||
if (Owner.TryGetComponent(out SolutionComponent solutionComponent))
|
||||
{
|
||||
_contents = solutionComponent;
|
||||
}
|
||||
else
|
||||
{
|
||||
_contents = Owner.AddComponent<SolutionComponent>();
|
||||
_contents.Initialize();
|
||||
}
|
||||
}
|
||||
|
||||
_contents.MaxVolume = _initialContents.TotalVolume;
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
base.Startup();
|
||||
if (_initialContents != null)
|
||||
{
|
||||
_contents.TryAddSolution(_initialContents, true, true);
|
||||
}
|
||||
|
||||
_initialContents = null;
|
||||
if (_contents.CurrentVolume == 0)
|
||||
{
|
||||
_contents.TryAddReagent("chem.Nutriment", 30 / StomachComponent.NutrimentFactor,
|
||||
out _);
|
||||
}
|
||||
Owner.TryGetComponent(out AppearanceComponent appearance);
|
||||
_appearanceComponent = appearance;
|
||||
// UsesLeft() at the start should match the max, at least currently.
|
||||
_appearanceComponent?.SetData(SharedFoodComponent.FoodVisuals.MaxUses, UsesLeft());
|
||||
_updateAppearance();
|
||||
}
|
||||
|
||||
private void _updateAppearance()
|
||||
{
|
||||
_appearanceComponent?.SetData(SharedFoodComponent.FoodVisuals.Visual, UsesLeft());
|
||||
}
|
||||
|
||||
public int UsesLeft()
|
||||
{
|
||||
// In case transfer amount exceeds volume left
|
||||
if (_contents.CurrentVolume == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
return Math.Max(1, _contents.CurrentVolume / _transferAmount);
|
||||
}
|
||||
|
||||
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
UseFood(eventArgs.User);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void IAfterAttack.AfterAttack(AfterAttackEventArgs eventArgs)
|
||||
{
|
||||
UseFood(eventArgs.Attacked);
|
||||
}
|
||||
|
||||
void UseFood(IEntity user)
|
||||
{
|
||||
if (user == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (UsesLeft() == 0)
|
||||
{
|
||||
user.PopupMessage(user, _localizationManager.GetString("Empty"));
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: Add putting food back in boxes here?
|
||||
if (user.TryGetComponent(out StomachComponent stomachComponent))
|
||||
{
|
||||
var transferAmount = Math.Min(_transferAmount, _contents.CurrentVolume);
|
||||
var split = _contents.SplitSolution(transferAmount);
|
||||
if (stomachComponent.TryTransferSolution(split))
|
||||
{
|
||||
if (_useSound != null)
|
||||
{
|
||||
Owner.GetComponent<SoundComponent>()?.Play(_useSound);
|
||||
user.PopupMessage(user, _localizationManager.GetString("Nom"));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add it back in
|
||||
_contents.TryAddSolution(split);
|
||||
user.PopupMessage(user, _localizationManager.GetString("Can't eat"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (UsesLeft() > 0)
|
||||
{
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
Owner.Delete();
|
||||
|
||||
if (_finishPrototype != null)
|
||||
{
|
||||
var finisher = Owner.EntityManager.SpawnEntity(_finishPrototype);
|
||||
if (user.TryGetComponent(out HandsComponent handsComponent) && finisher.TryGetComponent(out ItemComponent itemComponent))
|
||||
{
|
||||
if (handsComponent.CanPutInHand(itemComponent))
|
||||
{
|
||||
handsComponent.PutInHand(itemComponent);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
finisher.Transform.GridPosition = user.Transform.GridPosition;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,178 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Nutrition;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Nutrition
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class HungerComponent : Component
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IRobustRandom _random;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override string Name => "Hunger";
|
||||
|
||||
// Base stuff
|
||||
public float BaseDecayRate => _baseDecayRate;
|
||||
[ViewVariables] private float _baseDecayRate;
|
||||
public float ActualDecayRate => _actualDecayRate;
|
||||
[ViewVariables] private float _actualDecayRate;
|
||||
|
||||
// Hunger
|
||||
public HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
|
||||
private HungerThreshold _currentHungerThreshold;
|
||||
private HungerThreshold _lastHungerThreshold;
|
||||
public float CurrentHunger => _currentHunger;
|
||||
[ViewVariables] private float _currentHunger;
|
||||
|
||||
public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
|
||||
private Dictionary<HungerThreshold, float> _hungerThresholds = new Dictionary<HungerThreshold, float>
|
||||
{
|
||||
{HungerThreshold.Overfed, 600.0f},
|
||||
{HungerThreshold.Okay, 450.0f},
|
||||
{HungerThreshold.Peckish, 300.0f},
|
||||
{HungerThreshold.Starving, 150.0f},
|
||||
{HungerThreshold.Dead, 0.0f},
|
||||
};
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.5f);
|
||||
}
|
||||
|
||||
public void HungerThresholdEffect(bool force = false)
|
||||
{
|
||||
if (_currentHungerThreshold != _lastHungerThreshold || force) {
|
||||
Logger.InfoS("hunger", $"Updating hunger state for {Owner.Name}");
|
||||
|
||||
// Revert slow speed if required
|
||||
if (_lastHungerThreshold == HungerThreshold.Starving && _currentHungerThreshold != HungerThreshold.Dead &&
|
||||
Owner.TryGetComponent(out PlayerInputMoverComponent playerSpeedupComponent))
|
||||
{
|
||||
// TODO shitcode: Come up something better
|
||||
playerSpeedupComponent.WalkMoveSpeed = playerSpeedupComponent.WalkMoveSpeed * 2;
|
||||
playerSpeedupComponent.SprintMoveSpeed = playerSpeedupComponent.SprintMoveSpeed * 4;
|
||||
}
|
||||
|
||||
// Update UI
|
||||
Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
|
||||
statusEffectsComponent?.ChangeStatus(StatusEffect.Hunger, "/Textures/Mob/UI/Hunger/" +
|
||||
_currentHungerThreshold + ".png");
|
||||
|
||||
switch (_currentHungerThreshold)
|
||||
{
|
||||
case HungerThreshold.Overfed:
|
||||
_lastHungerThreshold = _currentHungerThreshold;
|
||||
_actualDecayRate = _baseDecayRate * 1.2f;
|
||||
return;
|
||||
|
||||
case HungerThreshold.Okay:
|
||||
_lastHungerThreshold = _currentHungerThreshold;
|
||||
_actualDecayRate = _baseDecayRate;
|
||||
return;
|
||||
|
||||
case HungerThreshold.Peckish:
|
||||
// Same as okay except with UI icon saying eat soon.
|
||||
_lastHungerThreshold = _currentHungerThreshold;
|
||||
_actualDecayRate = _baseDecayRate * 0.8f;
|
||||
return;
|
||||
|
||||
case HungerThreshold.Starving:
|
||||
// TODO: If something else bumps this could cause mega-speed.
|
||||
// If some form of speed update system if multiple things are touching it use that.
|
||||
if (Owner.TryGetComponent(out PlayerInputMoverComponent playerInputMoverComponent)) {
|
||||
playerInputMoverComponent.WalkMoveSpeed = playerInputMoverComponent.WalkMoveSpeed / 2;
|
||||
playerInputMoverComponent.SprintMoveSpeed = playerInputMoverComponent.SprintMoveSpeed / 4;
|
||||
}
|
||||
_lastHungerThreshold = _currentHungerThreshold;
|
||||
_actualDecayRate = _baseDecayRate * 0.6f;
|
||||
return;
|
||||
|
||||
case HungerThreshold.Dead:
|
||||
return;
|
||||
default:
|
||||
Logger.ErrorS("hunger", $"No hunger threshold found for {_currentHungerThreshold}");
|
||||
throw new ArgumentOutOfRangeException($"No hunger threshold found for {_currentHungerThreshold}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
base.Startup();
|
||||
// Similar functionality to SS13. Should also stagger people going to the chef.
|
||||
_currentHunger = _random.Next(
|
||||
(int)_hungerThresholds[HungerThreshold.Peckish] + 10,
|
||||
(int)_hungerThresholds[HungerThreshold.Okay] - 1);
|
||||
_currentHungerThreshold = GetHungerThreshold(_currentHunger);
|
||||
_lastHungerThreshold = HungerThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
|
||||
HungerThresholdEffect(true);
|
||||
}
|
||||
|
||||
public HungerThreshold GetHungerThreshold(float food)
|
||||
{
|
||||
HungerThreshold result = HungerThreshold.Dead;
|
||||
var value = HungerThresholds[HungerThreshold.Overfed];
|
||||
foreach (var threshold in _hungerThresholds)
|
||||
{
|
||||
if (threshold.Value <= value && threshold.Value >= food)
|
||||
{
|
||||
result = threshold.Key;
|
||||
value = threshold.Value;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public void UpdateFood(float amount)
|
||||
{
|
||||
_currentHunger = Math.Min(_currentHunger + amount, HungerThresholds[HungerThreshold.Overfed]);
|
||||
}
|
||||
|
||||
// TODO: If mob is moving increase rate of consumption?
|
||||
// Should use a multiplier as something like a disease would overwrite decay rate.
|
||||
public void OnUpdate(float frametime)
|
||||
{
|
||||
_currentHunger -= frametime * ActualDecayRate;
|
||||
var calculatedHungerThreshold = GetHungerThreshold(_currentHunger);
|
||||
// _trySound(calculatedThreshold);
|
||||
if (calculatedHungerThreshold != _currentHungerThreshold)
|
||||
{
|
||||
_currentHungerThreshold = calculatedHungerThreshold;
|
||||
HungerThresholdEffect();
|
||||
}
|
||||
if (_currentHungerThreshold == HungerThreshold.Dead)
|
||||
{
|
||||
// TODO: Remove from dead people
|
||||
if (Owner.TryGetComponent(out DamageableComponent damage))
|
||||
{
|
||||
damage.TakeDamage(DamageType.Brute, 2);
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum HungerThreshold
|
||||
{
|
||||
Overfed,
|
||||
Okay,
|
||||
Peckish,
|
||||
Starving,
|
||||
Dead,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,129 @@
|
||||
using Content.Server.GameObjects.Components.Chemistry;
|
||||
using Content.Shared.Chemistry;
|
||||
using Content.Shared.GameObjects.Components.Nutrition;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Nutrition
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class StomachComponent : SharedStomachComponent
|
||||
{
|
||||
// Essentially every time it ticks it'll pull out the MetabolisationAmount of reagents and process them.
|
||||
// Generic food goes under "nutriment" like SS13
|
||||
// There's also separate hunger and thirst components which means you can have a stomach
|
||||
// but not require food / water.
|
||||
public static readonly int NutrimentFactor = 30;
|
||||
public static readonly int HydrationFactor = 30;
|
||||
public static readonly int MetabolisationAmount = 5;
|
||||
|
||||
private SolutionComponent _stomachContents;
|
||||
public float MetaboliseDelay => _metaboliseDelay;
|
||||
[ViewVariables]
|
||||
private float _metaboliseDelay; // How long between metabolisation for 5 units
|
||||
|
||||
public int MaxVolume
|
||||
{
|
||||
get => _stomachContents.MaxVolume;
|
||||
set => _stomachContents.MaxVolume = value;
|
||||
}
|
||||
|
||||
private float _metabolisationCounter = 0.0f;
|
||||
|
||||
private int _initialMaxVolume;
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
serializer.DataField(ref _metaboliseDelay, "metabolise_delay", 6.0f);
|
||||
serializer.DataField(ref _initialMaxVolume, "max_volume", 20);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
// Shouldn't add to Owner to avoid cross-contamination (e.g. with blood or whatever they made hold other solutions)
|
||||
_stomachContents = new SolutionComponent();
|
||||
_stomachContents.InitializeFromPrototype();
|
||||
_stomachContents.MaxVolume = _initialMaxVolume;
|
||||
}
|
||||
|
||||
public bool TryTransferSolution(Solution solution)
|
||||
{
|
||||
// TODO: For now no partial transfers. Potentially change by design
|
||||
if (solution.TotalVolume + _stomachContents.CurrentVolume > _stomachContents.MaxVolume)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
_stomachContents.TryAddSolution(solution, false, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is where the magic happens. Make people throw up, increase nutrition, whatever
|
||||
/// </summary>
|
||||
/// <param name="solution"></param>
|
||||
public void React(Solution solution)
|
||||
{
|
||||
// TODO: Implement metabolism post from here
|
||||
// https://github.com/space-wizards/space-station-14/issues/170#issuecomment-481835623 as raised by moneyl
|
||||
var hungerUpdate = 0;
|
||||
var thirstUpdate = 0;
|
||||
foreach (var reagent in solution.Contents)
|
||||
{
|
||||
switch (reagent.ReagentId)
|
||||
{
|
||||
case "chem.Nutriment":
|
||||
hungerUpdate++;
|
||||
break;
|
||||
case "chem.H2O":
|
||||
thirstUpdate++;
|
||||
break;
|
||||
case "chem.Alcohol":
|
||||
thirstUpdate++;
|
||||
break;
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Quantity x restore amount per unit
|
||||
if (hungerUpdate > 0 && Owner.TryGetComponent(out HungerComponent hungerComponent))
|
||||
{
|
||||
hungerComponent.UpdateFood(hungerUpdate * NutrimentFactor);
|
||||
}
|
||||
|
||||
if (thirstUpdate > 0 && Owner.TryGetComponent(out ThirstComponent thirstComponent))
|
||||
{
|
||||
thirstComponent.UpdateThirst(thirstUpdate * HydrationFactor);
|
||||
}
|
||||
|
||||
// TODO: Dispose solution?
|
||||
}
|
||||
|
||||
public void Metabolise()
|
||||
{
|
||||
if (_stomachContents.CurrentVolume == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var metabolisation = _stomachContents.SplitSolution(MetabolisationAmount);
|
||||
|
||||
React(metabolisation);
|
||||
}
|
||||
|
||||
public void OnUpdate(float frameTime)
|
||||
{
|
||||
_metabolisationCounter += frameTime;
|
||||
if (_metabolisationCounter >= MetaboliseDelay)
|
||||
{
|
||||
// Going to be rounding issues with frametime but no easy way to avoid it with int reagents.
|
||||
// It is a long-term mechanic so shouldn't be a big deal.
|
||||
Metabolise();
|
||||
_metabolisationCounter -= MetaboliseDelay;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,180 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Nutrition;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Nutrition
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ThirstComponent : Component
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IRobustRandom _random;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override string Name => "Thirst";
|
||||
|
||||
// Base stuff
|
||||
public float BaseDecayRate => _baseDecayRate;
|
||||
[ViewVariables] private float _baseDecayRate;
|
||||
public float ActualDecayRate => _actualDecayRate;
|
||||
[ViewVariables] private float _actualDecayRate;
|
||||
|
||||
// Thirst
|
||||
public ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold;
|
||||
private ThirstThreshold _currentThirstThreshold;
|
||||
private ThirstThreshold _lastThirstThreshold;
|
||||
public float CurrentThirst => _currentThirst;
|
||||
[ViewVariables] private float _currentThirst;
|
||||
|
||||
public Dictionary<ThirstThreshold, float> ThirstThresholds => _thirstThresholds;
|
||||
private Dictionary<ThirstThreshold, float> _thirstThresholds = new Dictionary<ThirstThreshold, float>
|
||||
{
|
||||
{ThirstThreshold.OverHydrated, 400.0f},
|
||||
{ThirstThreshold.Okay, 300.0f},
|
||||
{ThirstThreshold.Thirsty, 200.0f},
|
||||
{ThirstThreshold.Parched, 100.0f},
|
||||
{ThirstThreshold.Dead, 0.0f},
|
||||
};
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.5f);
|
||||
}
|
||||
|
||||
public void ThirstThresholdEffect(bool force = false)
|
||||
{
|
||||
if (_currentThirstThreshold != _lastThirstThreshold || force) {
|
||||
Logger.InfoS("thirst", $"Updating Thirst state for {Owner.Name}");
|
||||
|
||||
// Revert slow speed if required
|
||||
if (_lastThirstThreshold == ThirstThreshold.Parched && _currentThirstThreshold != ThirstThreshold.Dead &&
|
||||
Owner.TryGetComponent(out PlayerInputMoverComponent playerSpeedupComponent))
|
||||
{
|
||||
// TODO shitcode: Come up something better
|
||||
playerSpeedupComponent.WalkMoveSpeed = playerSpeedupComponent.WalkMoveSpeed * 2;
|
||||
playerSpeedupComponent.SprintMoveSpeed = playerSpeedupComponent.SprintMoveSpeed * 4;
|
||||
}
|
||||
|
||||
// Update UI
|
||||
Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
|
||||
statusEffectsComponent?.ChangeStatus(StatusEffect.Thirst, "/Textures/Mob/UI/Thirst/" +
|
||||
_currentThirstThreshold + ".png");
|
||||
|
||||
switch (_currentThirstThreshold)
|
||||
{
|
||||
case ThirstThreshold.OverHydrated:
|
||||
_lastThirstThreshold = _currentThirstThreshold;
|
||||
_actualDecayRate = _baseDecayRate * 1.2f;
|
||||
return;
|
||||
|
||||
case ThirstThreshold.Okay:
|
||||
_lastThirstThreshold = _currentThirstThreshold;
|
||||
_actualDecayRate = _baseDecayRate;
|
||||
return;
|
||||
|
||||
case ThirstThreshold.Thirsty:
|
||||
// Same as okay except with UI icon saying drink soon.
|
||||
_lastThirstThreshold = _currentThirstThreshold;
|
||||
_actualDecayRate = _baseDecayRate * 0.8f;
|
||||
return;
|
||||
|
||||
case ThirstThreshold.Parched:
|
||||
// TODO: If something else bumps this could cause mega-speed.
|
||||
// If some form of speed update system if multiple things are touching it use that.
|
||||
if (Owner.TryGetComponent(out PlayerInputMoverComponent playerInputMoverComponent)) {
|
||||
playerInputMoverComponent.WalkMoveSpeed = playerInputMoverComponent.WalkMoveSpeed / 2;
|
||||
playerInputMoverComponent.SprintMoveSpeed = playerInputMoverComponent.SprintMoveSpeed / 4;
|
||||
}
|
||||
_lastThirstThreshold = _currentThirstThreshold;
|
||||
_actualDecayRate = _baseDecayRate * 0.6f;
|
||||
return;
|
||||
|
||||
case ThirstThreshold.Dead:
|
||||
return;
|
||||
default:
|
||||
Logger.ErrorS("thirst", $"No thirst threshold found for {_currentThirstThreshold}");
|
||||
throw new ArgumentOutOfRangeException($"No thirst threshold found for {_currentThirstThreshold}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
base.Startup();
|
||||
_currentThirst = _random.Next(
|
||||
(int)_thirstThresholds[ThirstThreshold.Thirsty] + 10,
|
||||
(int)_thirstThresholds[ThirstThreshold.Okay] - 1);
|
||||
_currentThirstThreshold = GetThirstThreshold(_currentThirst);
|
||||
_lastThirstThreshold = ThirstThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
|
||||
// TODO: Check all thresholds make sense and throw if they don't.
|
||||
ThirstThresholdEffect(true);
|
||||
}
|
||||
|
||||
public ThirstThreshold GetThirstThreshold(float drink)
|
||||
{
|
||||
ThirstThreshold result = ThirstThreshold.Dead;
|
||||
var value = ThirstThresholds[ThirstThreshold.OverHydrated];
|
||||
foreach (var threshold in _thirstThresholds)
|
||||
{
|
||||
if (threshold.Value <= value && threshold.Value >= drink)
|
||||
{
|
||||
result = threshold.Key;
|
||||
value = threshold.Value;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public void UpdateThirst(float amount)
|
||||
{
|
||||
_currentThirst = Math.Min(_currentThirst + amount, ThirstThresholds[ThirstThreshold.OverHydrated]);
|
||||
}
|
||||
|
||||
// TODO: If mob is moving increase rate of consumption.
|
||||
// Should use a multiplier as something like a disease would overwrite decay rate.
|
||||
public void OnUpdate(float frametime)
|
||||
{
|
||||
_currentThirst -= frametime * ActualDecayRate;
|
||||
var calculatedThirstThreshold = GetThirstThreshold(_currentThirst);
|
||||
// _trySound(calculatedThreshold);
|
||||
if (calculatedThirstThreshold != _currentThirstThreshold)
|
||||
{
|
||||
_currentThirstThreshold = calculatedThirstThreshold;
|
||||
ThirstThresholdEffect();
|
||||
}
|
||||
|
||||
if (_currentThirstThreshold == ThirstThreshold.Dead)
|
||||
{
|
||||
// TODO: Remove from dead people
|
||||
if (Owner.TryGetComponent(out DamageableComponent damage))
|
||||
{
|
||||
damage.TakeDamage(DamageType.Brute, 2);
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum ThirstThreshold
|
||||
{
|
||||
// Hydrohomies
|
||||
OverHydrated,
|
||||
Okay,
|
||||
Thirsty,
|
||||
Parched,
|
||||
Dead,
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user