2019-11-23 21:57:02 +01:00
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using System;
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2019-11-12 08:20:03 +11:00
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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2020-11-09 20:22:19 -08:00
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using Content.Shared.Alert;
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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
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using Content.Shared.Damage;
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2020-08-13 14:40:27 +02:00
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using Content.Shared.GameObjects.Components.Damage;
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2020-12-07 14:52:55 +01:00
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using Content.Shared.GameObjects.Components.Mobs.State;
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2020-06-24 02:21:20 +02:00
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Nutrition;
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2019-11-12 08:20:03 +11:00
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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2021-02-18 09:09:07 +01:00
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using Robust.Shared.Players;
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2021-02-11 01:13:03 -08:00
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using Robust.Shared.Random;
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2019-11-12 08:20:03 +11:00
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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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2020-06-24 02:21:20 +02:00
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public sealed class HungerComponent : SharedHungerComponent
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2019-11-12 08:20:03 +11:00
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{
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2020-09-02 01:30:03 +02:00
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[Dependency] private readonly IRobustRandom _random = default!;
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2019-11-12 08:20:03 +11:00
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// Base stuff
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2020-06-29 01:52:34 +10:00
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseDecayRate
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{
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get => _baseDecayRate;
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set => _baseDecayRate = value;
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}
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private float _baseDecayRate;
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[ViewVariables(VVAccess.ReadWrite)]
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public float ActualDecayRate
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{
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get => _actualDecayRate;
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set => _actualDecayRate = value;
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}
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private float _actualDecayRate;
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2019-11-12 08:20:03 +11:00
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// Hunger
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2020-06-29 01:52:34 +10:00
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[ViewVariables(VVAccess.ReadOnly)]
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2020-06-24 02:21:20 +02:00
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public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
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2019-11-12 08:20:03 +11:00
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private HungerThreshold _currentHungerThreshold;
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2020-08-13 14:40:27 +02:00
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2019-11-12 08:20:03 +11:00
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private HungerThreshold _lastHungerThreshold;
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2020-06-29 01:52:34 +10:00
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentHunger
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{
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get => _currentHunger;
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set => _currentHunger = value;
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}
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private float _currentHunger;
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[ViewVariables(VVAccess.ReadOnly)]
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2019-11-12 08:20:03 +11:00
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public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
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2020-11-27 11:00:49 +01:00
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private readonly Dictionary<HungerThreshold, float> _hungerThresholds = new()
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2019-11-12 08:20:03 +11:00
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{
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{HungerThreshold.Overfed, 600.0f},
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{HungerThreshold.Okay, 450.0f},
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{HungerThreshold.Peckish, 300.0f},
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{HungerThreshold.Starving, 150.0f},
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{HungerThreshold.Dead, 0.0f},
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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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2019-11-17 12:26:31 +11:00
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serializer.DataField(ref _baseDecayRate, "base_decay_rate", 0.1f);
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2019-11-12 08:20:03 +11:00
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}
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2020-08-29 13:33:38 +02:00
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2020-11-27 11:00:49 +01:00
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public static readonly Dictionary<HungerThreshold, AlertType> HungerThresholdAlertTypes = new()
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2020-06-11 22:15:10 -04:00
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{
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2020-11-09 20:22:19 -08:00
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{ HungerThreshold.Overfed, AlertType.Overfed },
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{ HungerThreshold.Peckish, AlertType.Peckish },
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{ HungerThreshold.Starving, AlertType.Starving },
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2020-06-11 22:15:10 -04:00
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};
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2019-11-12 08:20:03 +11:00
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public void HungerThresholdEffect(bool force = false)
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{
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2020-02-22 23:37:56 +00:00
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if (_currentHungerThreshold != _lastHungerThreshold || force)
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{
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2019-11-12 08:20:03 +11:00
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// Revert slow speed if required
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if (_lastHungerThreshold == HungerThreshold.Starving && _currentHungerThreshold != HungerThreshold.Dead &&
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2020-02-22 23:37:56 +00:00
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Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent))
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2019-11-12 08:20:03 +11:00
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{
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2020-02-22 23:37:56 +00:00
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movementSlowdownComponent.RefreshMovementSpeedModifiers();
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2019-11-12 08:20:03 +11:00
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}
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// Update UI
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2020-11-09 20:22:19 -08:00
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Owner.TryGetComponent(out ServerAlertsComponent alertsComponent);
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2020-08-29 13:33:38 +02:00
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2020-11-09 20:22:19 -08:00
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if (HungerThresholdAlertTypes.TryGetValue(_currentHungerThreshold, out var alertId))
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2020-08-29 13:33:38 +02:00
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{
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2020-11-09 20:22:19 -08:00
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alertsComponent?.ShowAlert(alertId);
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2020-08-29 13:33:38 +02:00
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}
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else
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{
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2020-11-09 20:22:19 -08:00
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alertsComponent?.ClearAlertCategory(AlertCategory.Hunger);
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2020-08-29 13:33:38 +02:00
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}
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2019-11-12 08:20:03 +11:00
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switch (_currentHungerThreshold)
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{
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case HungerThreshold.Overfed:
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 1.2f;
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return;
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case HungerThreshold.Okay:
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate;
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return;
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case HungerThreshold.Peckish:
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// Same as okay except with UI icon saying eat soon.
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 0.8f;
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return;
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case HungerThreshold.Starving:
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// TODO: If something else bumps this could cause mega-speed.
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// If some form of speed update system if multiple things are touching it use that.
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2020-02-22 23:37:56 +00:00
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent1))
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{
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movementSlowdownComponent1.RefreshMovementSpeedModifiers();
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2019-11-12 08:20:03 +11:00
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}
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 0.6f;
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return;
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case HungerThreshold.Dead:
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return;
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default:
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Logger.ErrorS("hunger", $"No hunger threshold found for {_currentHungerThreshold}");
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throw new ArgumentOutOfRangeException($"No hunger threshold found for {_currentHungerThreshold}");
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}
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}
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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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// Similar functionality to SS13. Should also stagger people going to the chef.
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2020-09-02 01:30:03 +02:00
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_currentHunger = _random.Next(
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2019-11-12 08:20:03 +11:00
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(int)_hungerThresholds[HungerThreshold.Peckish] + 10,
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(int)_hungerThresholds[HungerThreshold.Okay] - 1);
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_currentHungerThreshold = GetHungerThreshold(_currentHunger);
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_lastHungerThreshold = HungerThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
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HungerThresholdEffect(true);
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2020-06-24 02:21:20 +02:00
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Dirty();
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2019-11-12 08:20:03 +11:00
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}
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public HungerThreshold GetHungerThreshold(float food)
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{
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HungerThreshold result = HungerThreshold.Dead;
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var value = HungerThresholds[HungerThreshold.Overfed];
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foreach (var threshold in _hungerThresholds)
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{
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if (threshold.Value <= value && threshold.Value >= food)
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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 UpdateFood(float amount)
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{
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_currentHunger = Math.Min(_currentHunger + amount, HungerThresholds[HungerThreshold.Overfed]);
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}
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// TODO: If mob is moving increase rate of consumption?
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// Should use a multiplier as something like a disease would overwrite decay rate.
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public void OnUpdate(float frametime)
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{
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_currentHunger -= frametime * ActualDecayRate;
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2021-01-12 21:24:11 +01:00
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UpdateCurrentThreshold();
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2020-12-07 14:52:55 +01:00
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if (_currentHungerThreshold != HungerThreshold.Dead)
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return;
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if (!Owner.TryGetComponent(out IDamageableComponent damageable))
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return;
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if (!Owner.TryGetComponent(out IMobStateComponent mobState))
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return;
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if (!mobState.IsDead())
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2019-11-12 08:20:03 +11:00
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{
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2020-12-07 14:52:55 +01:00
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damageable.ChangeDamage(DamageType.Blunt, 2, true);
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2019-11-12 08:20:03 +11:00
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}
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}
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2019-11-23 21:57:02 +01:00
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2021-01-12 21:24:11 +01:00
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private void UpdateCurrentThreshold()
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{
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var calculatedHungerThreshold = GetHungerThreshold(_currentHunger);
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// _trySound(calculatedThreshold);
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if (calculatedHungerThreshold != _currentHungerThreshold)
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{
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_currentHungerThreshold = calculatedHungerThreshold;
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HungerThresholdEffect();
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Dirty();
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}
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}
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2019-11-23 21:57:02 +01:00
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public void ResetFood()
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{
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2021-01-12 21:24:11 +01:00
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_currentHunger = HungerThresholds[HungerThreshold.Okay];
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UpdateCurrentThreshold();
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2019-11-23 21:57:02 +01:00
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}
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2020-02-22 23:37:56 +00:00
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2021-02-18 09:09:07 +01:00
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public override ComponentState GetComponentState(ICommonSession player)
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2020-02-22 23:37:56 +00:00
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{
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2020-06-24 02:21:20 +02:00
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return new HungerComponentState(_currentHungerThreshold);
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2020-02-22 23:37:56 +00:00
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}
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2019-11-12 08:20:03 +11:00
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}
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}
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