mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 08:37:26 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
279 lines
10 KiB
C#
279 lines
10 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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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.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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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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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 (component.CurrentThreshold > HungerThreshold.Starving)
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return;
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if (_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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_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
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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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}
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private bool GetMovementThreshold(HungerThreshold threshold)
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{
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switch (threshold)
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{
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case HungerThreshold.Overfed:
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case HungerThreshold.Okay:
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return true;
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case HungerThreshold.Peckish:
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case HungerThreshold.Starving:
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case HungerThreshold.Dead:
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return false;
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default:
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throw new ArgumentOutOfRangeException(nameof(threshold), threshold, null);
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}
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}
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public bool TryGetStatusIconPrototype(HungerComponent component, [NotNullWhen(true)] out SatiationIconPrototype? prototype)
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{
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switch (component.CurrentThreshold)
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{
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case HungerThreshold.Overfed:
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_prototype.TryIndex(HungerIconOverfedId, out prototype);
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break;
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case HungerThreshold.Peckish:
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_prototype.TryIndex(HungerIconPeckishId, out prototype);
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break;
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case HungerThreshold.Starving:
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_prototype.TryIndex(HungerIconStarvingId, out prototype);
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break;
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default:
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prototype = null;
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break;
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}
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return prototype != null;
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}
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private static float ClampHungerWithinThresholds(HungerComponent component, float hungerValue)
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{
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return Math.Clamp(hungerValue,
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component.Thresholds[HungerThreshold.Dead],
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component.Thresholds[HungerThreshold.Overfed]);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<HungerComponent>();
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while (query.MoveNext(out var uid, out var hunger))
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{
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if (_timing.CurTime < hunger.NextThresholdUpdateTime)
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continue;
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hunger.NextThresholdUpdateTime = _timing.CurTime + hunger.ThresholdUpdateRate;
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UpdateCurrentThreshold(uid, hunger);
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DoContinuousHungerEffects(uid, hunger);
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}
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}
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}
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