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* ready * oop forgot the HUD stuff * woooo examinable generalized tooooo * oop I forgot to rename the files * bungled the merge, I guess * this is called hubris * Verin's comments * PR comments how did I use `ProtoId<> Hunger` in more than a few spots but then just say "thirst can stay a literal :^)"? also changed a few spots to my beloved ``` functionInvocation( one param per line ) ``` ``` * Satiation effect condition now with ADDED FUNCTIONALITY?? :o * tfw you trust the markov chain recommendation because long generic type names are tough q-q * TFW YOU TRUST THE MARKOV CHAIN BUT IT DOESN'T UNDERSTAND THE DIFFERING SEMANTICS OF MAX AND MIN AHHHHH * tfw you think to yourself "i need to fix the effects", but then forget to and the code doesn't even compile. * centralize satiation constants * other small comments * The enum is dead. But at what cost? * oop * like 12 more ooperses * green checks are mine by right; I have performed the rites; I have done my part; you will not deny me this succor * oops I changed the semantics from `<=` to just `<` and didn't update the tests :) * serialization has bested me :agony: also PR comments * never trust the auto merge :agony: * literally just this * force engine back to master because idk why it's different * fix randomness and update master * submodule fuckery * fall before my might * okay I ran the linter, ARE YOU HAPPY?? * cursed ovis, trouble me no more * protoman stuff * inb4 linter bonks me * break non-critical stuff from the main satiation proto *  inb4 this breaks something somewhere lmao * my two greatest PRs COLLIDE I wonder why robust says it's changed :hmmclueless * sanity is at an all-time low * serialization, I guess * I don't believe you * field deltas on class \w*satiation\w*components * PR comments * 我做泥團子 😔 * doc + kill one property that's trivially accessible after the threshold caching changes * fixes --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
using System.Linq;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Nutrition.Prototypes;
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using Content.Shared.Overlays;
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using Content.Shared.StatusIcon.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Overlays;
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/// <summary>
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/// This system handles the inclusion of satiation status icons for entities with the <see cref="ShowSatiationIconsComponent"/>
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/// </summary>
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public sealed partial class ShowSatiationIconsSystem : EquipmentHudSystem<ShowSatiationIconsComponent>
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{
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[Dependency] private SatiationSystem _satiation = default!;
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private HashSet<ProtoId<SatiationTypePrototype>> _types = [];
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/// <inheritdoc />
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protected override void UpdateInternal(RefreshEquipmentHudEvent<ShowSatiationIconsComponent> args)
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{
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base.UpdateInternal(args);
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// Any time we update `ShowIcons` component, we need to reconstruct the set of satiation types to show.
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_types = [];
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foreach (var type in args.Components.SelectMany(comp => comp.ShownTypes))
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{
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_types.Add(type);
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}
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}
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/// <inheritdoc />
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protected override void DeactivateInternal()
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{
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base.DeactivateInternal();
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_types.Clear();
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}
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[SubscribeLocalEvent]
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private void OnGetStatusIconsEvent(Entity<SatiationComponent> entity, ref GetStatusIconsEvent args)
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{
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if (!IsActive)
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{
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return;
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}
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foreach (var shownTypeId in _types)
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{
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if (_satiation.GetStatusIconOrNull(entity, shownTypeId) is { } iconId)
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{
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args.StatusIcons.Add(iconId);
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}
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}
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}
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}
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