* fix borg (#719) * Automatic changelog update * Переводы снаряжения и прочей мелочи в стартовом меню (#720) * Сумки, мешки и прочее * Перевод снаряжения * перевод черт персонажа * Добавлено ничего * Automatic changelog update * Фикс отображения потери мастера для импланта подчинения (#721) * фикс отображения * brain damage is real * я блять запустил райдер ради рефактора одного ифа * а лучше даже так * Automatic changelog update * add coderabbitai config (#722) * fix (#723) * Шприц теперь является оружием массового поражения (#724) * Automatic changelog update * Пиздец (#725) Я на это потратил 2 недели * Automatic changelog update * Honk FM (#136) (#726) * Fix Cosmic Temperance и новые песенки в jukebox * Новая музыка в jucebox x2 Co-authored-by: Vorge7 <vorge228@gmail.com> * Automatic changelog update * Флаф (fluff) мне (big_zi_348) (#727) * Заработал * brain damage * fuck (#729) * Automatic changelog update * FUCKERS (#732) * Удаление ненужных суффиксов (#731) * Перевод захардкукоженной строки (#728) * Пластырь поможет * очапятка * Перевод ревенанта * Карповый перекат * Create shakeable-component.ftl * Криогеника * Хранилища скафандров * Update autotranslate-14.ftl * Update Cyborgs.xml * Комоды * Кредиты * Удалил дубликат * Информация * Пластырь миму и клоуну * Переводы всего * Перевод аплинка * Удалил ненужные суффиксы * Revert "Удалил ненужные суффиксы" This reverts commit d82f05f30c37ec2c11e5736b91239fe9dd1a4d17. * Удаление ненужных суффиксов * Перевод реагентовых слизней * Перевод аномалий * Перевод маяков * Перевод различной мелочи * Automatic changelog update * Переводы и правки Гайдов (#730) * Automatic changelog update * aaaaa (#733) * Правка локализации (#737) * Update ThirstSystem.cs (#736) * AccessConfiguratorForBorgs (#735) * Automatic changelog update * Починил бесконечную сварку (#734) * Automatic changelog update * ShowManifestFeature (#738) * Automatic changelog update * I LOVE OPENSOURCE * Изменение размеров милишек (#739) * Фикс размеров * Заготовку биты тоже * Правка * Automatic changelog update * Время после взрыва нюки (#740) * More Fun * Автоформатирование * Подкрутка * Automatic changelog update * Скальпель в армейские ботинки (#741) * Automatic changelog update * DoHeavyAttack stamina check (#742) * Automatic changelog update * aaaaaaaaaaaaaaaaaaaaaaaaaaaaa (#743) * fix retarded code (#744) * Automatic changelog update --------- Co-authored-by: RavmorganButOnCocaine <valtos@nextmail.ru> Co-authored-by: BIGZi0348 <118811750+BIGZi0348@users.noreply.github.com> Co-authored-by: ThereDrD <88589686+ThereDrD0@users.noreply.github.com> Co-authored-by: Vorge7 <vorge228@gmail.com> Co-authored-by: Valtos <valtos@spaces.ru> Co-authored-by: haiwwkes <49613070+rhailrake@users.noreply.github.com>
237 lines
8.8 KiB
C#
237 lines
8.8 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Rejuvenate;
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using Content.Shared.StatusIcon;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Content.Shared._White.Mood;
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using Robust.Shared.Utility;
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namespace Content.Shared.Nutrition.EntitySystems;
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[UsedImplicitly]
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public sealed class ThirstSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
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[Dependency] private readonly SharedJetpackSystem _jetpack = default!;
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[ValidatePrototypeId<StatusIconPrototype>]
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private const string ThirstIconOverhydratedId = "ThirstIconOverhydrated";
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[ValidatePrototypeId<StatusIconPrototype>]
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private const string ThirstIconThirstyId = "ThirstIconThirsty";
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[ValidatePrototypeId<StatusIconPrototype>]
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private const string ThirstIconParchedId = "ThirstIconParched";
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private StatusIconPrototype? _thirstIconOverhydrated = null;
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private StatusIconPrototype? _thirstIconThirsty = null;
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private StatusIconPrototype? _thirstIconParched = null;
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public override void Initialize()
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{
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base.Initialize();
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DebugTools.Assert(_prototype.TryIndex(ThirstIconOverhydratedId, out _thirstIconOverhydrated) &&
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_prototype.TryIndex(ThirstIconThirstyId, out _thirstIconThirsty) &&
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_prototype.TryIndex(ThirstIconParchedId, out _thirstIconParched));
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SubscribeLocalEvent<ThirstComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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SubscribeLocalEvent<ThirstComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ThirstComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnMapInit(EntityUid uid, ThirstComponent component, MapInitEvent args)
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{
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// Do not change behavior unless starting value is explicitly defined
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if (component.CurrentThirst < 0)
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{
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component.CurrentThirst = _random.Next(
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(int) component.ThirstThresholds[ThirstThreshold.Thirsty] + 10,
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(int) component.ThirstThresholds[ThirstThreshold.Okay] - 1);
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}
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component.NextUpdateTime = _timing.CurTime;
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component.CurrentThirstThreshold = GetThirstThreshold(component, component.CurrentThirst);
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component.LastThirstThreshold = ThirstThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
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// TODO: Check all thresholds make sense and throw if they don't.
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UpdateEffects(uid, component);
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TryComp(uid, out MovementSpeedModifierComponent? moveMod);
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_movement.RefreshMovementSpeedModifiers(uid, moveMod);
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}
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private void OnRefreshMovespeed(EntityUid uid, ThirstComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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// TODO: This should really be taken care of somewhere else
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if (_jetpack.IsUserFlying(uid))
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return;
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var mod = component.CurrentThirstThreshold <= ThirstThreshold.Parched ? 0.75f : 1.0f;
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args.ModifySpeed(mod, mod);
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}
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private void OnRejuvenate(EntityUid uid, ThirstComponent component, RejuvenateEvent args)
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{
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SetThirst(uid, component, component.ThirstThresholds[ThirstThreshold.Okay]);
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}
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private ThirstThreshold GetThirstThreshold(ThirstComponent component, float amount)
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{
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var result = ThirstThreshold.Dead;
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var value = component.ThirstThresholds[ThirstThreshold.OverHydrated];
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foreach (var threshold in component.ThirstThresholds)
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{
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if (threshold.Value <= value && threshold.Value >= amount)
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{
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result = threshold.Key;
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value = threshold.Value;
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}
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}
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return result;
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}
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public void ModifyThirst(EntityUid uid, ThirstComponent component, float amount)
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{
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SetThirst(uid, component, component.CurrentThirst + amount);
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}
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public void SetThirst(EntityUid uid, ThirstComponent component, float amount)
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{
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component.CurrentThirst = Math.Clamp(amount,
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component.ThirstThresholds[ThirstThreshold.Dead],
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component.ThirstThresholds[ThirstThreshold.OverHydrated]
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);
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Dirty(uid, component);
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}
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private bool IsMovementThreshold(ThirstThreshold threshold)
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{
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switch (threshold)
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{
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case ThirstThreshold.Dead:
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case ThirstThreshold.Parched:
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return true;
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case ThirstThreshold.Thirsty:
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case ThirstThreshold.Okay:
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case ThirstThreshold.OverHydrated:
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return false;
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default:
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throw new ArgumentOutOfRangeException(nameof(threshold), threshold, null);
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}
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}
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public bool TryGetStatusIconPrototype(ThirstComponent component, out StatusIconPrototype? prototype)
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{
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switch (component.CurrentThirstThreshold)
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{
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case ThirstThreshold.OverHydrated:
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prototype = _thirstIconOverhydrated;
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return true;
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case ThirstThreshold.Thirsty:
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prototype = _thirstIconThirsty;
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return true;
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case ThirstThreshold.Parched:
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prototype = _thirstIconParched;
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return true;
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default:
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prototype = null;
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return false;
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}
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}
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private void UpdateEffects(EntityUid uid, ThirstComponent component)
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{
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//WD start
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/*if (IsMovementThreshold(component.LastThirstThreshold) != IsMovementThreshold(component.CurrentThirstThreshold) &&
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TryComp(uid, out MovementSpeedModifierComponent? movementSlowdownComponent))
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{
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_movement.RefreshMovementSpeedModifiers(uid, movementSlowdownComponent);
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}*/
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//WD end
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// Update UI
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if (ThirstComponent.ThirstThresholdAlertTypes.TryGetValue(component.CurrentThirstThreshold, out var alertId))
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{
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_alerts.ShowAlert(uid, alertId);
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}
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else
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{
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_alerts.ClearAlertCategory(uid, AlertCategory.Thirst);
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}
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// WD start
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if (component.CurrentThirstThreshold != ThirstThreshold.OverHydrated)
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{
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var ev = new MoodEffectEvent("Thirst" + component.CurrentThirstThreshold);
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RaiseLocalEvent(uid, ev);
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}
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// WD end
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switch (component.CurrentThirstThreshold)
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{
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case ThirstThreshold.OverHydrated:
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component.LastThirstThreshold = component.CurrentThirstThreshold;
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component.ActualDecayRate = component.BaseDecayRate * 1.2f;
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return;
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case ThirstThreshold.Okay:
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component.LastThirstThreshold = component.CurrentThirstThreshold;
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component.ActualDecayRate = component.BaseDecayRate;
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return;
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case ThirstThreshold.Thirsty:
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// Same as okay except with UI icon saying drink soon.
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component.LastThirstThreshold = component.CurrentThirstThreshold;
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component.ActualDecayRate = component.BaseDecayRate * 0.8f;
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return;
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case ThirstThreshold.Parched:
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//_movement.RefreshMovementSpeedModifiers(uid); WD REMOVED
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component.LastThirstThreshold = component.CurrentThirstThreshold;
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component.ActualDecayRate = component.BaseDecayRate * 0.6f;
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return;
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case ThirstThreshold.Dead:
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return;
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default:
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Log.Error($"No thirst threshold found for {component.CurrentThirstThreshold}");
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throw new ArgumentOutOfRangeException($"No thirst threshold found for {component.CurrentThirstThreshold}");
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<ThirstComponent>();
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while (query.MoveNext(out var uid, out var thirst))
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{
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if (_timing.CurTime < thirst.NextUpdateTime)
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continue;
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thirst.NextUpdateTime += thirst.UpdateRate;
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ModifyThirst(uid, thirst, -thirst.ActualDecayRate);
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var calculatedThirstThreshold = GetThirstThreshold(thirst, thirst.CurrentThirst);
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if (calculatedThirstThreshold == thirst.CurrentThirstThreshold)
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continue;
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thirst.CurrentThirstThreshold = calculatedThirstThreshold;
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UpdateEffects(uid, thirst);
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}
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}
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}
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