CatStation/Content.Shared/Nutrition/EntitySystems/SatiationDamageSystem.cs
Centronias 8ad82dc665
Refactor hunger and thirst systems (#34166)
* 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

* ![live crundle reaction](https://preview.redd.it/xh68xqcz518g1.png?width=677&format=png&auto=webp&s=79ba10fe49ec3f8306217732321a7c5429bdfb14)

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>
2026-08-08 22:44:24 +00:00

49 lines
1.7 KiB
C#

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