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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>
126 lines
4.9 KiB
C#
126 lines
4.9 KiB
C#
using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Nutrition.EntitySystems;
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/// <summary>
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/// This abstract system provides a convenient interface for implementing effects which react to changes in
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/// <see cref="Satiation"/> thresholds.
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/// </summary>
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/// <example>
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/// <see cref="SatiationDamageSystem"/> uses this to maintain a damage descriptor which changes depending on the entity's
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/// satiation values. When the satiation values change, the damage descriptor is automatically updated by this system.
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/// </example>
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/// <typeparam name="TComp">The type of component this system interacts with</typeparam>
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/// <typeparam name="T">
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/// The type of value this system maintains. It must be contained within a <see cref="SatiationThresholds{T}"/>
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/// <see cref="GetThresholds">accessible via <typeparamref name="TComp">TComp</typeparamref></see>.
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/// </typeparam>
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/// <remarks>Note that this <b>is not</b> related to <see cref="EntityEffects"/></remarks>
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public abstract partial class BaseSatiationEffectSystem<TComp, T> : EntitySystem where TComp : Component
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{
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[Dependency] private SatiationSystem _satiation = default!;
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[Dependency] private EntityQuery<SatiationComponent> _satiationQuery;
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[Dependency] private IGameTiming _timing = default!;
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/// <summary>
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/// How to access <see cref="SatiationThresholds{T}"/> via a <typeparamref name="TComp"/>.
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/// </summary>
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protected abstract Dictionary<ProtoId<SatiationTypePrototype>, SatiationThresholds<T>> GetThresholds(TComp comp);
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/// <summary>
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/// The default <typeparamref name="T"/> value to set our maintained value to in the case that our current satiation
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/// is outside of <see cref="GetThresholds"/>.
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/// </summary>
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protected abstract T DefaultValue();
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TComp, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<TComp, SatiationUpdateEvent>(OnSatiationUpdate);
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}
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/// <inheritdoc/>
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// Updates maintained values when reaching the projected threshold time.
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<TComp, SatiationComponent>();
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while (query.MoveNext(out var ent, out var comp, out var satiation))
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{
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foreach (var (type, thresholds) in GetThresholds(comp))
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{
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if (_timing.CurTime < thresholds.ProjectedThresholdChangeTime)
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continue;
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UpdateSatiation((ent, comp), satiation, type);
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}
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}
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}
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[MustCallBase]
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protected virtual void OnMapInit(Entity<TComp> entity, ref MapInitEvent args)
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{
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// Make sure we have a satiation component. Realistically, this just exists to cause test failures if an entity
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// with `TComp` doesn't have a `SatiationComponent`.
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var comp = EnsureComp<SatiationComponent>(entity);
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foreach (var type in GetThresholds(entity.Comp).Keys)
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{
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UpdateSatiation(entity, comp, type);
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}
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}
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// If a satiation value is changed directly, we react and update our maintained value.
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[MustCallBase]
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protected void OnSatiationUpdate(Entity<TComp> entity, ref SatiationUpdateEvent args)
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{
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if (!_satiationQuery.TryComp(entity, out var comp))
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return;
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UpdateSatiation(entity, comp, args.Type);
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}
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/// <summary>
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/// Updates the maintained <typeparamref name="T"/> based on the entity's satiation.
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/// </summary>
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private void UpdateSatiation(Entity<TComp> entity, SatiationComponent comp, ProtoId<SatiationTypePrototype> type)
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{
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// Get the current satiation value...
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if (!GetThresholds(entity.Comp).TryGetValue(type, out var thresholds))
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return;
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// ... and then use it to get the appropriate threshold T value.
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if (_satiation.TryGetValueByThreshold(
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(entity, comp),
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type,
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thresholds.Thresholds,
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out var result,
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out var nextLowerThreshold))
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{
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thresholds.Current = result ?? DefaultValue();
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// Predict when our satiation will decay to the next threshold down.
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thresholds.ProjectedThresholdChangeTime = nextLowerThreshold is { } lower
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? _satiation.GetTimeToDecay((entity, comp), type, lower)
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: null;
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}
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else
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{
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thresholds.Current = DefaultValue();
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thresholds.ProjectedThresholdChangeTime = null;
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}
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Dirty(entity);
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AfterSatiationUpdate(entity);
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}
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/// <summary>
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/// This function is called after <see cref="UpdateSatiation"/> completes its work maintaining <typeparamref name="T"/>.
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/// </summary>
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protected virtual void AfterSatiationUpdate(Entity<TComp> entity) { }
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}
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