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crystall-punk-14/Content.Server/GameObjects/Components/Nutrition/HungerComponent.cs

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using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Alert;
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>
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using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Nutrition;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Nutrition
{
[RegisterComponent]
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public sealed class HungerComponent : SharedHungerComponent
{
[Dependency] private readonly IRobustRandom _random = default!;
// Base stuff
[ViewVariables(VVAccess.ReadWrite)]
public float BaseDecayRate
{
get => _baseDecayRate;
set => _baseDecayRate = value;
}
private float _baseDecayRate;
[ViewVariables(VVAccess.ReadWrite)]
public float ActualDecayRate
{
get => _actualDecayRate;
set => _actualDecayRate = value;
}
private float _actualDecayRate;
// Hunger
[ViewVariables(VVAccess.ReadOnly)]
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public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
private HungerThreshold _currentHungerThreshold;
private HungerThreshold _lastHungerThreshold;
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentHunger
{
get => _currentHunger;
set => _currentHunger = value;
}
private float _currentHunger;
[ViewVariables(VVAccess.ReadOnly)]
public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
private readonly Dictionary<HungerThreshold, float> _hungerThresholds = new()
{
{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", 0.1f);
}
public static readonly Dictionary<HungerThreshold, AlertType> HungerThresholdAlertTypes = new()
{
{ HungerThreshold.Overfed, AlertType.Overfed },
{ HungerThreshold.Peckish, AlertType.Peckish },
{ HungerThreshold.Starving, AlertType.Starving },
};
public void HungerThresholdEffect(bool force = false)
{
if (_currentHungerThreshold != _lastHungerThreshold || force)
{
// Revert slow speed if required
if (_lastHungerThreshold == HungerThreshold.Starving && _currentHungerThreshold != HungerThreshold.Dead &&
Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent))
{
movementSlowdownComponent.RefreshMovementSpeedModifiers();
}
// Update UI
Owner.TryGetComponent(out ServerAlertsComponent alertsComponent);
if (HungerThresholdAlertTypes.TryGetValue(_currentHungerThreshold, out var alertId))
{
alertsComponent?.ShowAlert(alertId);
}
else
{
alertsComponent?.ClearAlertCategory(AlertCategory.Hunger);
}
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 MovementSpeedModifierComponent movementSlowdownComponent1))
{
movementSlowdownComponent1.RefreshMovementSpeedModifiers();
}
_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);
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Dirty();
}
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;
UpdateCurrentThreshold();
if (_currentHungerThreshold != HungerThreshold.Dead)
return;
if (!Owner.TryGetComponent(out IDamageableComponent damageable))
return;
if (!Owner.TryGetComponent(out IMobStateComponent mobState))
return;
if (!mobState.IsDead())
{
damageable.ChangeDamage(DamageType.Blunt, 2, true);
}
}
private void UpdateCurrentThreshold()
{
var calculatedHungerThreshold = GetHungerThreshold(_currentHunger);
// _trySound(calculatedThreshold);
if (calculatedHungerThreshold != _currentHungerThreshold)
{
_currentHungerThreshold = calculatedHungerThreshold;
HungerThresholdEffect();
Dirty();
}
}
public void ResetFood()
{
_currentHunger = HungerThresholds[HungerThreshold.Okay];
UpdateCurrentThreshold();
}
public override ComponentState GetComponentState(ICommonSession player)
{
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return new HungerComponentState(_currentHungerThreshold);
}
}
}