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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>
49 lines
1.7 KiB
C#
49 lines
1.7 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Mobs.Systems;
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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 system implements the behavior of <see cref="SatiationDamageComponent"/>
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/// </summary>
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public sealed partial class SatiationDamageSystem :
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BaseSatiationEffectSystem<SatiationDamageComponent, DamageSpecifier?>
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{
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[Dependency] private DamageableSystem _damageable = default!;
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[Dependency] private MobStateSystem _mobState = default!;
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[Dependency] private IGameTiming _timing = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var satiationDamageQuery = EntityQueryEnumerator<SatiationDamageComponent>();
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while (satiationDamageQuery.MoveNext(out var ent, out var comp))
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{
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if (_timing.CurTime < comp.NextDamageTime ||
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_mobState.IsDead(ent))
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continue;
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comp.NextDamageTime = _timing.CurTime + comp.Frequency;
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DirtyField(ent, comp, nameof(SatiationDamageComponent.NextDamageTime));
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foreach (var (_, thresholds) in comp.Satiations)
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{
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if (thresholds.Current is not { } damage)
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continue;
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_damageable.TryChangeDamage(ent, damage, interruptsDoAfters: false);
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}
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}
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}
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protected override DamageSpecifier? DefaultValue() => null;
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protected override Dictionary<ProtoId<SatiationTypePrototype>, SatiationThresholds<DamageSpecifier?>> GetThresholds(
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SatiationDamageComponent comp) => comp.Satiations;
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}
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