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,
}