fish-station/Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs
Vigers Ray 939076ff99 Merge remote-tracking branch 'space-wizards/master'
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251 lines
9.7 KiB
C#

using Content.Shared._Sunrise.Mood;
using Content.Shared.Alert;
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Rejuvenate;
using Content.Shared.StatusIcon;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Diagnostics.CodeAnalysis;
using Content.Shared._Sunrise.SunriseCCVars;
using Content.Shared.Damage;
using Content.Shared.Mobs.Systems;
namespace Content.Shared.Nutrition.EntitySystems;
[UsedImplicitly]
public sealed class ThirstSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
[Dependency] private readonly SharedJetpackSystem _jetpack = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
private static readonly ProtoId<SatiationIconPrototype> ThirstIconOverhydratedId = "ThirstIconOverhydrated";
private static readonly ProtoId<SatiationIconPrototype> ThirstIconThirstyId = "ThirstIconThirsty";
private static readonly ProtoId<SatiationIconPrototype> ThirstIconParchedId = "ThirstIconParched";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ThirstComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
SubscribeLocalEvent<ThirstComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ThirstComponent, RejuvenateEvent>(OnRejuvenate);
}
private void OnMapInit(EntityUid uid, ThirstComponent component, MapInitEvent args)
{
// Do not change behavior unless starting value is explicitly defined
if (component.CurrentThirst < 0)
{
component.CurrentThirst = _random.Next(
(int) component.ThirstThresholds[ThirstThreshold.Thirsty] + 10,
(int) component.ThirstThresholds[ThirstThreshold.Okay] - 1);
DirtyField(uid, component, nameof(ThirstComponent.CurrentThirst));
}
component.NextUpdateTime = _timing.CurTime;
component.CurrentThirstThreshold = GetThirstThreshold(component, component.CurrentThirst);
component.LastThirstThreshold = ThirstThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
// TODO: Check all thresholds make sense and throw if they don't.
UpdateEffects(uid, component);
DirtyFields(uid, component, null, nameof(ThirstComponent.NextUpdateTime), nameof(ThirstComponent.CurrentThirstThreshold), nameof(ThirstComponent.LastThirstThreshold));
TryComp(uid, out MovementSpeedModifierComponent? moveMod);
_movement.RefreshMovementSpeedModifiers(uid, moveMod);
}
private void OnRefreshMovespeed(EntityUid uid, ThirstComponent component, RefreshMovementSpeedModifiersEvent args)
{
// TODO: This should really be taken care of somewhere else
if (_config.GetCVar(SunriseCCVars.MoodEnabled)
|| _jetpack.IsUserFlying(uid))
return;
var mod = component.CurrentThirstThreshold <= ThirstThreshold.Parched ? 0.75f : 1.0f;
args.ModifySpeed(mod, mod);
}
private void OnRejuvenate(EntityUid uid, ThirstComponent component, RejuvenateEvent args)
{
SetThirst(uid, component, component.ThirstThresholds[ThirstThreshold.Okay]);
}
private ThirstThreshold GetThirstThreshold(ThirstComponent component, float amount)
{
ThirstThreshold result = ThirstThreshold.Dead;
var value = component.ThirstThresholds[ThirstThreshold.OverHydrated];
foreach (var threshold in component.ThirstThresholds)
{
if (threshold.Value <= value && threshold.Value >= amount)
{
result = threshold.Key;
value = threshold.Value;
}
}
return result;
}
public void ModifyThirst(EntityUid uid, ThirstComponent component, float amount)
{
SetThirst(uid, component, component.CurrentThirst + amount);
}
public void SetThirst(EntityUid uid, ThirstComponent component, float amount)
{
component.CurrentThirst = Math.Clamp(amount,
component.ThirstThresholds[ThirstThreshold.Dead],
component.ThirstThresholds[ThirstThreshold.OverHydrated]
);
DirtyField(uid, component, nameof(ThirstComponent.CurrentThirst));
}
private bool IsMovementThreshold(ThirstThreshold threshold)
{
switch (threshold)
{
case ThirstThreshold.Dead:
case ThirstThreshold.Parched:
return true;
case ThirstThreshold.Thirsty:
case ThirstThreshold.Okay:
case ThirstThreshold.OverHydrated:
return false;
default:
throw new ArgumentOutOfRangeException(nameof(threshold), threshold, null);
}
}
public bool TryGetStatusIconPrototype(ThirstComponent component, [NotNullWhen(true)] out SatiationIconPrototype? prototype)
{
switch (component.CurrentThirstThreshold)
{
case ThirstThreshold.OverHydrated:
_prototype.TryIndex(ThirstIconOverhydratedId, out prototype);
break;
case ThirstThreshold.Thirsty:
_prototype.TryIndex(ThirstIconThirstyId, out prototype);
break;
case ThirstThreshold.Parched:
_prototype.TryIndex(ThirstIconParchedId, out prototype);
break;
default:
prototype = null;
break;
}
return prototype != null;
}
private void DoContinuousThirstEffects(EntityUid uid, ThirstComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.CurrentThirstThreshold == ThirstThreshold.Dead &&
component.DehydrationDamage is { } damage &&
!_mobState.IsDead(uid))
{
_damageable.TryChangeDamage(uid, damage, true, false);
}
}
private void UpdateEffects(EntityUid uid, ThirstComponent component)
{
if (!_config.GetCVar(SunriseCCVars.MoodEnabled)
&& IsMovementThreshold(component.LastThirstThreshold) != IsMovementThreshold(component.CurrentThirstThreshold)
&& TryComp(uid, out MovementSpeedModifierComponent? movementSlowdownComponent))
{
_movement.RefreshMovementSpeedModifiers(uid, movementSlowdownComponent);
}
// Update UI
if (ThirstComponent.ThirstThresholdAlertTypes.TryGetValue(component.CurrentThirstThreshold, out var alertId))
{
_alerts.ShowAlert(uid, alertId);
}
else
{
_alerts.ClearAlertCategory(uid, component.ThirstyCategory);
}
DirtyField(uid, component, nameof(ThirstComponent.LastThirstThreshold));
DirtyField(uid, component, nameof(ThirstComponent.ActualDecayRate));
var ev = new MoodEffectEvent("Thirst" + component.CurrentThirstThreshold);
RaiseLocalEvent(uid, ev);
switch (component.CurrentThirstThreshold)
{
case ThirstThreshold.OverHydrated:
component.LastThirstThreshold = component.CurrentThirstThreshold;
component.ActualDecayRate = component.BaseDecayRate * 1.2f;
return;
case ThirstThreshold.Okay:
component.LastThirstThreshold = component.CurrentThirstThreshold;
component.ActualDecayRate = component.BaseDecayRate;
return;
case ThirstThreshold.Thirsty:
// Same as okay except with UI icon saying drink soon.
component.LastThirstThreshold = component.CurrentThirstThreshold;
component.ActualDecayRate = component.BaseDecayRate * 0.8f;
return;
case ThirstThreshold.Parched:
_movement.RefreshMovementSpeedModifiers(uid);
component.LastThirstThreshold = component.CurrentThirstThreshold;
component.ActualDecayRate = component.BaseDecayRate * 0.6f;
return;
case ThirstThreshold.Dead:
return;
default:
Log.Error($"No thirst threshold found for {component.CurrentThirstThreshold}");
throw new ArgumentOutOfRangeException($"No thirst threshold found for {component.CurrentThirstThreshold}");
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<ThirstComponent>();
while (query.MoveNext(out var uid, out var thirst))
{
if (_timing.CurTime < thirst.NextUpdateTime || _mobState.IsDead(uid)) // Sunrise-Edit
continue;
thirst.NextUpdateTime += thirst.UpdateRate;
ModifyThirst(uid, thirst, -thirst.ActualDecayRate);
DoContinuousThirstEffects(uid, thirst);
var calculatedThirstThreshold = GetThirstThreshold(thirst, thirst.CurrentThirst);
if (calculatedThirstThreshold == thirst.CurrentThirstThreshold)
continue;
thirst.CurrentThirstThreshold = calculatedThirstThreshold;
UpdateEffects(uid, thirst);
}
}
}