# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
290 lines
11 KiB
C#
290 lines
11 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared._Sunrise.Mood;
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using Content.Shared._Sunrise.SunriseCCVars;
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using Content.Shared.Alert;
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using Content.Shared.CCVar;
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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.Movement.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Rejuvenate;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Network;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Nutrition.EntitySystems;
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public sealed class HungerSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly SharedJetpackSystem _jetpack = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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private static readonly ProtoId<SatiationIconPrototype> HungerIconOverfedId = "HungerIconOverfed";
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private static readonly ProtoId<SatiationIconPrototype> HungerIconPeckishId = "HungerIconPeckish";
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private static readonly ProtoId<SatiationIconPrototype> HungerIconStarvingId = "HungerIconStarving";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HungerComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<HungerComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<HungerComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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SubscribeLocalEvent<HungerComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnMapInit(EntityUid uid, HungerComponent component, MapInitEvent args)
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{
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var amount = _random.Next(
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(int) component.Thresholds[HungerThreshold.Peckish] + 10,
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(int) component.Thresholds[HungerThreshold.Okay]);
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SetHunger(uid, amount, component);
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}
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private void OnShutdown(EntityUid uid, HungerComponent component, ComponentShutdown args)
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{
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_alerts.ClearAlertCategory(uid, component.HungerAlertCategory);
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}
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private void OnRefreshMovespeed(EntityUid uid, HungerComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (_config.GetCVar(SunriseCCVars.MoodEnabled) // Sunrise Edit
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|| component.CurrentThreshold > HungerThreshold.Starving
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|| _jetpack.IsUserFlying(uid))
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return;
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args.ModifySpeed(component.StarvingSlowdownModifier, component.StarvingSlowdownModifier);
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}
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private void OnRejuvenate(EntityUid uid, HungerComponent component, RejuvenateEvent args)
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{
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SetHunger(uid, component.Thresholds[HungerThreshold.Okay], component);
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}
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/// <summary>
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/// Gets the current hunger value of the given <see cref="HungerComponent"/>.
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/// </summary>
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public float GetHunger(HungerComponent component)
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{
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var dt = _timing.CurTime - component.LastAuthoritativeHungerChangeTime;
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var value = component.LastAuthoritativeHungerValue - (float)dt.TotalSeconds * component.ActualDecayRate;
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return ClampHungerWithinThresholds(component, value);
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}
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/// <summary>
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/// Adds to the current hunger of an entity by the specified value
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="amount"></param>
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/// <param name="component"></param>
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public void ModifyHunger(EntityUid uid, float amount, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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SetHunger(uid, GetHunger(component) + amount, component);
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}
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/// <summary>
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/// Sets the current hunger of an entity to the specified value
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="amount"></param>
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/// <param name="component"></param>
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public void SetHunger(EntityUid uid, float amount, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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SetAuthoritativeHungerValue((uid, component), amount);
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UpdateCurrentThreshold(uid, component);
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}
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/// <summary>
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/// Sets <see cref="HungerComponent.LastAuthoritativeHungerValue"/> and
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/// <see cref="HungerComponent.LastAuthoritativeHungerChangeTime"/>, and dirties this entity. This "resets" the
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/// starting point for <see cref="GetHunger"/>'s calculation.
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/// </summary>
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/// <param name="entity">The entity whose hunger will be set.</param>
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/// <param name="value">The value to set the entity's hunger to.</param>
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private void SetAuthoritativeHungerValue(Entity<HungerComponent> entity, float value)
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{
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entity.Comp.LastAuthoritativeHungerChangeTime = _timing.CurTime;
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entity.Comp.LastAuthoritativeHungerValue = ClampHungerWithinThresholds(entity.Comp, value);
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DirtyField(entity.Owner, entity.Comp, nameof(HungerComponent.LastAuthoritativeHungerChangeTime));
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DirtyField(entity.Owner, entity.Comp, nameof(HungerComponent.LastAuthoritativeHungerValue));
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}
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private void UpdateCurrentThreshold(EntityUid uid, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var calculatedHungerThreshold = GetHungerThreshold(component);
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if (calculatedHungerThreshold == component.CurrentThreshold)
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return;
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component.CurrentThreshold = calculatedHungerThreshold;
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DirtyField(uid, component, nameof(HungerComponent.CurrentThreshold));
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DoHungerThresholdEffects(uid, component);
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}
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private void DoHungerThresholdEffects(EntityUid uid, HungerComponent? component = null, bool force = false)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.CurrentThreshold == component.LastThreshold && !force)
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return;
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if (GetMovementThreshold(component.CurrentThreshold) != GetMovementThreshold(component.LastThreshold))
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{
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// Sunrise Edit
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if (!_config.GetCVar(SunriseCCVars.MoodEnabled))
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_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
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else if (_net.IsServer)
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{
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var ev = new MoodEffectEvent("Hunger" + component.CurrentThreshold);
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RaiseLocalEvent(uid, ev);
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}
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// Sunrise Edit
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}
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if (component.HungerThresholdAlerts.TryGetValue(component.CurrentThreshold, out var alertId))
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{
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_alerts.ShowAlert(uid, alertId);
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}
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else
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{
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_alerts.ClearAlertCategory(uid, component.HungerAlertCategory);
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}
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if (component.HungerThresholdDecayModifiers.TryGetValue(component.CurrentThreshold, out var modifier))
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{
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component.ActualDecayRate = component.BaseDecayRate * modifier;
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DirtyField(uid, component, nameof(HungerComponent.ActualDecayRate));
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SetAuthoritativeHungerValue((uid, component), GetHunger(component));
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}
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component.LastThreshold = component.CurrentThreshold;
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DirtyField(uid, component, nameof(HungerComponent.LastThreshold));
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}
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private void DoContinuousHungerEffects(EntityUid uid, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.CurrentThreshold <= HungerThreshold.Starving &&
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component.StarvationDamage is { } damage &&
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!_mobState.IsDead(uid))
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{
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_damageable.TryChangeDamage(uid, damage, true, false);
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}
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}
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/// <summary>
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/// Gets the hunger threshold for an entity based on the amount of food specified.
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/// If a specific amount isn't specified, just uses the current hunger of the entity
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/// </summary>
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/// <param name="component"></param>
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/// <param name="food"></param>
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/// <returns></returns>
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public HungerThreshold GetHungerThreshold(HungerComponent component, float? food = null)
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{
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food ??= GetHunger(component);
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var result = HungerThreshold.Dead;
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var value = component.Thresholds[HungerThreshold.Overfed];
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foreach (var threshold in component.Thresholds)
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{
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if (threshold.Value <= value && threshold.Value >= food)
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{
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result = threshold.Key;
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value = threshold.Value;
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}
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}
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return result;
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}
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/// <summary>
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/// A check that returns if the entity is below a hunger threshold.
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/// </summary>
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public bool IsHungerBelowState(EntityUid uid, HungerThreshold threshold, float? food = null, HungerComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return false; // It's never going to go hungry, so it's probably fine to assume that it's not... you know, hungry.
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return GetHungerThreshold(comp, food) < threshold;
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|
}
|
|
|
|
private bool GetMovementThreshold(HungerThreshold threshold)
|
|
{
|
|
switch (threshold)
|
|
{
|
|
case HungerThreshold.Overfed:
|
|
case HungerThreshold.Okay:
|
|
return true;
|
|
case HungerThreshold.Peckish:
|
|
case HungerThreshold.Starving:
|
|
case HungerThreshold.Dead:
|
|
return false;
|
|
default:
|
|
throw new ArgumentOutOfRangeException(nameof(threshold), threshold, null);
|
|
}
|
|
}
|
|
|
|
public bool TryGetStatusIconPrototype(HungerComponent component, [NotNullWhen(true)] out SatiationIconPrototype? prototype)
|
|
{
|
|
switch (component.CurrentThreshold)
|
|
{
|
|
case HungerThreshold.Overfed:
|
|
_prototype.Resolve(HungerIconOverfedId, out prototype);
|
|
break;
|
|
case HungerThreshold.Peckish:
|
|
_prototype.Resolve(HungerIconPeckishId, out prototype);
|
|
break;
|
|
case HungerThreshold.Starving:
|
|
_prototype.Resolve(HungerIconStarvingId, out prototype);
|
|
break;
|
|
default:
|
|
prototype = null;
|
|
break;
|
|
}
|
|
|
|
return prototype != null;
|
|
}
|
|
|
|
private static float ClampHungerWithinThresholds(HungerComponent component, float hungerValue)
|
|
{
|
|
return Math.Clamp(hungerValue,
|
|
component.Thresholds[HungerThreshold.Dead],
|
|
component.Thresholds[HungerThreshold.Overfed]);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var query = EntityQueryEnumerator<HungerComponent>();
|
|
while (query.MoveNext(out var uid, out var hunger))
|
|
{
|
|
if (_timing.CurTime < hunger.NextThresholdUpdateTime || _mobState.IsDead(uid)) // Sunrise-Edit
|
|
continue;
|
|
hunger.NextThresholdUpdateTime = _timing.CurTime + hunger.ThresholdUpdateRate;
|
|
|
|
UpdateCurrentThreshold(uid, hunger);
|
|
DoContinuousHungerEffects(uid, hunger);
|
|
}
|
|
}
|
|
}
|