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using Content.Shared.Alert;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Nutrition.Components;
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using Content.Shared.Rejuvenate;
using Content.Shared.StatusIcon;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Diagnostics.CodeAnalysis;
namespace Content.Shared.Nutrition.EntitySystems;
[UsedImplicitly]
public sealed class ThirstSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
[Dependency] private readonly SharedJetpackSystem _jetpack = default!;
[ValidatePrototypeId<SatiationIconPrototype>]
private const string ThirstIconOverhydratedId = "ThirstIconOverhydrated";
[ValidatePrototypeId<SatiationIconPrototype>]
private const string ThirstIconThirstyId = "ThirstIconThirsty";
[ValidatePrototypeId<SatiationIconPrototype>]
private const string ThirstIconParchedId = "ThirstIconParched";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ThirstComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
SubscribeLocalEvent<ThirstComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ThirstComponent, RejuvenateEvent>(OnRejuvenate);
}
private void OnMapInit(EntityUid uid, ThirstComponent component, MapInitEvent args)
{
// Do not change behavior unless starting value is explicitly defined
if (component.CurrentThirst < 0)
{
component.CurrentThirst = _random.Next(
(int) component.ThirstThresholds[ThirstThreshold.Thirsty] + 10,
(int) component.ThirstThresholds[ThirstThreshold.Okay] - 1);
}
component.NextUpdateTime = _timing.CurTime;
component.CurrentThirstThreshold = GetThirstThreshold(component, component.CurrentThirst);
component.LastThirstThreshold = ThirstThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
// TODO: Check all thresholds make sense and throw if they don't.
UpdateEffects(uid, component);
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TryComp(uid, out MovementSpeedModifierComponent? moveMod);
_movement.RefreshMovementSpeedModifiers(uid, moveMod);
}
private void OnRefreshMovespeed(EntityUid uid, ThirstComponent component, RefreshMovementSpeedModifiersEvent args)
{
// TODO: This should really be taken care of somewhere else
if (_jetpack.IsUserFlying(uid))
return;
var mod = component.CurrentThirstThreshold <= ThirstThreshold.Parched ? 0.75f : 1.0f;
args.ModifySpeed(mod, mod);
}
private void OnRejuvenate(EntityUid uid, ThirstComponent component, RejuvenateEvent args)
{
SetThirst(uid, component, component.ThirstThresholds[ThirstThreshold.Okay]);
}
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private ThirstThreshold GetThirstThreshold(ThirstComponent component, float amount)
{
ThirstThreshold result = ThirstThreshold.Dead;
var value = component.ThirstThresholds[ThirstThreshold.OverHydrated];
foreach (var threshold in component.ThirstThresholds)
{
if (threshold.Value <= value && threshold.Value >= amount)
{
result = threshold.Key;
value = threshold.Value;
}
}
return result;
}
public void ModifyThirst(EntityUid uid, ThirstComponent component, float amount)
{
SetThirst(uid, component, component.CurrentThirst + amount);
}
public void SetThirst(EntityUid uid, ThirstComponent component, float amount)
{
component.CurrentThirst = Math.Clamp(amount,
component.ThirstThresholds[ThirstThreshold.Dead],
component.ThirstThresholds[ThirstThreshold.OverHydrated]
);
Dirty(uid, component);
}
private bool IsMovementThreshold(ThirstThreshold threshold)
{
switch (threshold)
{
case ThirstThreshold.Dead:
case ThirstThreshold.Parched:
return true;
case ThirstThreshold.Thirsty:
case ThirstThreshold.Okay:
case ThirstThreshold.OverHydrated:
return false;
default:
throw new ArgumentOutOfRangeException(nameof(threshold), threshold, null);
}
}
public bool TryGetStatusIconPrototype(ThirstComponent component, [NotNullWhen(true)] out SatiationIconPrototype? prototype)
{
switch (component.CurrentThirstThreshold)
{
case ThirstThreshold.OverHydrated:
_prototype.TryIndex(ThirstIconOverhydratedId, out prototype);
break;
case ThirstThreshold.Thirsty:
_prototype.TryIndex(ThirstIconThirstyId, out prototype);
break;
case ThirstThreshold.Parched:
_prototype.TryIndex(ThirstIconParchedId, out prototype);
break;
default:
prototype = null;
break;
}
return prototype != null;
}
private void UpdateEffects(EntityUid uid, ThirstComponent component)
{
if (IsMovementThreshold(component.LastThirstThreshold) != IsMovementThreshold(component.CurrentThirstThreshold) &&
TryComp(uid, out MovementSpeedModifierComponent? movementSlowdownComponent))
{
_movement.RefreshMovementSpeedModifiers(uid, movementSlowdownComponent);
}
// Update UI
if (ThirstComponent.ThirstThresholdAlertTypes.TryGetValue(component.CurrentThirstThreshold, out var alertId))
{
_alerts.ShowAlert(uid, alertId);
}
else
{
_alerts.ClearAlertCategory(uid, component.ThirstyCategory);
}
switch (component.CurrentThirstThreshold)
{
case ThirstThreshold.OverHydrated:
component.LastThirstThreshold = component.CurrentThirstThreshold;
component.ActualDecayRate = component.BaseDecayRate * 1.2f;
return;
case ThirstThreshold.Okay:
component.LastThirstThreshold = component.CurrentThirstThreshold;
component.ActualDecayRate = component.BaseDecayRate;
return;
case ThirstThreshold.Thirsty:
// Same as okay except with UI icon saying drink soon.
component.LastThirstThreshold = component.CurrentThirstThreshold;
component.ActualDecayRate = component.BaseDecayRate * 0.8f;
return;
case ThirstThreshold.Parched:
_movement.RefreshMovementSpeedModifiers(uid);
component.LastThirstThreshold = component.CurrentThirstThreshold;
component.ActualDecayRate = component.BaseDecayRate * 0.6f;
return;
case ThirstThreshold.Dead:
return;
default:
Log.Error($"No thirst threshold found for {component.CurrentThirstThreshold}");
throw new ArgumentOutOfRangeException($"No thirst threshold found for {component.CurrentThirstThreshold}");
}
}
Bodysystem and damagesystem rework (#1544) * Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<ThirstComponent>();
while (query.MoveNext(out var uid, out var thirst))
{
if (_timing.CurTime < thirst.NextUpdateTime)
continue;
thirst.NextUpdateTime += thirst.UpdateRate;
ModifyThirst(uid, thirst, -thirst.ActualDecayRate);
var calculatedThirstThreshold = GetThirstThreshold(thirst, thirst.CurrentThirst);
if (calculatedThirstThreshold == thirst.CurrentThirstThreshold)
continue;
thirst.CurrentThirstThreshold = calculatedThirstThreshold;
UpdateEffects(uid, thirst);
}
}
}