CatStation/Content.Server/RatKing/RatKingSystem.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

133 lines
5.2 KiB
C#

using System.Numerics;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Systems;
using Content.Server.NPC;
using Content.Server.NPC.HTN;
using Content.Server.NPC.Systems;
using Content.Server.Popups;
using Content.Shared.Atmos;
using Content.Shared.Dataset;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Nutrition.Prototypes;
using Content.Shared.Pointing;
using Content.Shared.Random.Helpers;
using Content.Shared.RatKing;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Content.Shared.Chat;
namespace Content.Server.RatKing
{
/// <inheritdoc/>
public sealed partial class RatKingSystem : SharedRatKingSystem
{
[Dependency] private AtmosphereSystem _atmos = default!;
[Dependency] private ChatSystem _chat = default!;
[Dependency] private HTNSystem _htn = default!;
[Dependency] private SatiationSystem _satiation = default!;
[Dependency] private NPCSystem _npc = default!;
[Dependency] private PopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RatKingComponent, RatKingRaiseArmyActionEvent>(OnRaiseArmy);
SubscribeLocalEvent<RatKingComponent, RatKingDomainActionEvent>(OnDomain);
SubscribeLocalEvent<RatKingComponent, AfterPointedAtEvent>(OnPointedAt);
}
/// <summary>
/// Summons an allied rat servant at the King, costing a small amount of hunger
/// </summary>
private void OnRaiseArmy(EntityUid uid, RatKingComponent component, RatKingRaiseArmyActionEvent args)
{
if (args.Handled)
return;
if (!TryComp<SatiationComponent>(uid, out var satiation))
return;
//make sure the hunger doesn't go into the negatives
if (_satiation.GetValueOrNull((uid, satiation), SatiationSystem.Hunger) < component.HungerPerArmyUse)
{
_popup.PopupEntity(Loc.GetString("rat-king-too-hungry"), uid, uid);
return;
}
args.Handled = true;
_satiation.ModifyValue((uid, satiation), SatiationSystem.Hunger, -component.HungerPerArmyUse);
var servant = Spawn(component.ArmyMobSpawnId, Transform(uid).Coordinates);
var comp = EnsureComp<RatKingServantComponent>(servant);
comp.King = uid;
Dirty(servant, comp);
component.Servants.Add(servant);
_npc.SetBlackboard(servant, NPCBlackboard.FollowTarget, new EntityCoordinates(uid, Vector2.Zero));
UpdateServantNpc(servant, component.CurrentOrder);
}
/// <summary>
/// uses hunger to release a specific amount of ammonia into the air. This heals the rat king
/// and his servants through a specific metabolism.
/// </summary>
private void OnDomain(EntityUid uid, RatKingComponent component, RatKingDomainActionEvent args)
{
if (args.Handled)
return;
if (!TryComp<SatiationComponent>(uid, out var satiation))
return;
//make sure the hunger doesn't go into the negatives
if (_satiation.GetValueOrNull((uid, satiation), SatiationSystem.Hunger) < component.HungerPerDomainUse)
{
_popup.PopupEntity(Loc.GetString("rat-king-too-hungry"), uid, uid);
return;
}
args.Handled = true;
_satiation.ModifyValue((uid, satiation), SatiationSystem.Hunger, -component.HungerPerDomainUse);
_popup.PopupEntity(Loc.GetString("rat-king-domain-popup"), uid);
var tileMix = _atmos.GetTileMixture(uid, excite: true);
tileMix?.AdjustMoles(Gas.Ammonia, component.MolesAmmoniaPerDomain);
}
private void OnPointedAt(EntityUid uid, RatKingComponent component, ref AfterPointedAtEvent args)
{
if (component.CurrentOrder != RatKingOrderType.CheeseEm)
return;
foreach (var servant in component.Servants)
{
_npc.SetBlackboard(servant, NPCBlackboard.CurrentOrderedTarget, args.Pointed);
}
}
public override void UpdateServantNpc(EntityUid uid, RatKingOrderType orderType)
{
base.UpdateServantNpc(uid, orderType);
if (!TryComp<HTNComponent>(uid, out var htn))
return;
if (htn.Plan != null)
_htn.ShutdownPlan(htn);
_npc.SetBlackboard(uid, NPCBlackboard.CurrentOrders, orderType);
_htn.Replan(htn);
}
public override void DoCommandCallout(EntityUid uid, RatKingComponent component)
{
base.DoCommandCallout(uid, component);
if (!component.OrderCallouts.TryGetValue(component.CurrentOrder, out var datasetId) ||
!ProtoMan.TryIndex<LocalizedDatasetPrototype>(datasetId, out var datasetPrototype))
return;
var msg = Random.Pick(datasetPrototype);
_chat.TrySendInGameICMessage(uid, msg, InGameICChatType.Speak, true);
}
}
}