using Content.Shared.Alert; using Content.Shared.Damage; using Content.Shared.Nutrition.EntitySystems; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Nutrition.Components; [RegisterComponent, NetworkedComponent, Access(typeof(ThirstSystem))] [AutoGenerateComponentState(fieldDeltas: true), AutoGenerateComponentPause] public sealed partial class ThirstComponent : Component { // Base stuff [ViewVariables(VVAccess.ReadWrite)] [DataField("baseDecayRate")] [AutoNetworkedField] public float BaseDecayRate = 0.15f; [ViewVariables(VVAccess.ReadWrite)] [AutoNetworkedField] public float ActualDecayRate; [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public ThirstThreshold CurrentThirstThreshold; [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public ThirstThreshold LastThirstThreshold; [ViewVariables(VVAccess.ReadWrite)] [DataField("startingThirst")] [AutoNetworkedField] public float CurrentThirst = -1f; /// /// Damage dealt when your current threshold is at HungerThreshold.Dead /// [DataField("thirstDamage")] public DamageSpecifier? ThirstDamage; /// /// The time when the hunger will update next. /// [DataField("nextUpdateTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)] [AutoNetworkedField] [AutoPausedField] public TimeSpan NextUpdateTime; /// /// The time between each update. /// [ViewVariables(VVAccess.ReadWrite)] [DataField, AutoNetworkedField] public TimeSpan UpdateRate = TimeSpan.FromSeconds(1); [DataField("thresholds")] [AutoNetworkedField] public Dictionary ThirstThresholds = new() { {ThirstThreshold.OverHydrated, 600.0f}, {ThirstThreshold.Okay, 450.0f}, {ThirstThreshold.Thirsty, 300.0f}, {ThirstThreshold.Parched, 150.0f}, {ThirstThreshold.Dead, 0.0f}, }; [DataField] public ProtoId ThirstyCategory = "Thirst"; public static readonly Dictionary> ThirstThresholdAlertTypes = new() { {ThirstThreshold.Thirsty, "Thirsty"}, {ThirstThreshold.Parched, "Parched"}, {ThirstThreshold.Dead, "Parched"}, }; } [Flags] public enum ThirstThreshold : byte { // Hydrohomies Dead = 0, Parched = 1 << 0, Thirsty = 1 << 1, Okay = 1 << 2, OverHydrated = 1 << 3, }