CatStation/Content.Shared/Nutrition/EntitySystems/BaseSatiationEffectSystem.cs
Centronias ee5a413134
Make satiation able to increase over time & reframe satiation not assuming it decays by default (#45244)
* flerp

* pr comments: mostly comment editting, but also add one missing dirty for alerts

* force basesateffect to run update on first load

* I have ridden the mighty moon worm

* oh good, it just didn't work before :)

* oop
2026-08-16 16:17:45 +00:00

125 lines
4.8 KiB
C#

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