Hunger bar is now animated and updates as you eat (#90446)

## About The Pull Request

Hunger bar is now dynamic rather than 4 static sprites

Hunger bar now accounts for food you have yet to metabolize, meaning it
updates as you eat


https://github.com/user-attachments/assets/06269da7-f07d-4738-98b2-ca6bde8ba0fe

Other changes:

- Adds a hunger tier between hungry and starving

## Why It's Good For The Game

Overeating happens so often simply because this bar is trash, so let's
give it some love

## Changelog

🆑 Melbert
fix: All humans no longer have a baseline "75" ghost nutrition (which
means you can eat more)
qol: Hunger bar update! It's now dynamic and updates as you eat.
qol: Adds a hunger tier between hungry and starving (for mood)
/🆑
This commit is contained in:
MrMelbert
2025-04-06 15:20:13 -05:00
committed by Shadow-Quill
parent 4ab507f1a0
commit 326012c4ff
14 changed files with 182 additions and 71 deletions

View File

@@ -10,6 +10,8 @@
* update_body_parts() is going to be called ONE time once everything is done.
*/
#define STOP_OVERLAY_UPDATE_BODY_PARTS (1<<2)
/// Nutrition changed last life tick, so we should bulk update this tick
#define QUEUE_NUTRITION_UPDATE (1<<3)
/// Getter for a mob/living's lying angle, otherwise protected
#define GET_LYING_ANGLE(mob) (UNLINT(mob.lying_angle))

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@@ -258,6 +258,7 @@
#define NUTRITION_LEVEL_WELL_FED 450
#define NUTRITION_LEVEL_FED 350
#define NUTRITION_LEVEL_HUNGRY 250
#define NUTRITION_LEVEL_VERY_HUNGRY 200
#define NUTRITION_LEVEL_STARVING 150
#define NUTRITION_LEVEL_START_MIN 250

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@@ -121,7 +121,7 @@ GLOBAL_LIST_INIT(available_erp_ui_styles, list(
var/atom/movable/screen/stamina
var/atom/movable/screen/healthdoll/healthdoll
var/atom/movable/screen/spacesuit
var/atom/movable/screen/hunger
var/atom/movable/screen/hunger/hunger
// subtypes can override this to force a specific UI style
var/ui_style
var/erp_ui_style //SKYRAT EDIT - ADDITION - ERP ICONS FIX

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@@ -925,26 +925,30 @@ INITIALIZE_IMMEDIATE(/atom/movable/screen/splash)
icon_state = "stamina0"
screen_loc = ui_stamina
#define HUNGER_STATE_FAT 2
#define HUNGER_STATE_FULL 1
#define HUNGER_STATE_FINE 0
#define HUNGER_STATE_HUNGRY -1
#define HUNGER_STATE_STARVING -2
#define HUNGER_STATE_FAT 5
#define HUNGER_STATE_FULL 4
#define HUNGER_STATE_FINE 3
#define HUNGER_STATE_HUNGRY 2
#define HUNGER_STATE_VERY_HUNGRY 1
#define HUNGER_STATE_STARVING 0
/atom/movable/screen/hunger
name = "hunger"
icon_state = "hungerbar"
base_icon_state = "hungerbar"
screen_loc = ui_hunger
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/// What state of hunger are we in?
VAR_PRIVATE/state = HUNGER_STATE_FINE
VAR_PRIVATE/state
/// What was the last fullness we recorded?
VAR_PRIVATE/fullness
/// What food icon do we show by the bar
var/food_icon = 'icons/obj/food/burgerbread.dmi'
/// What food icon state do we show by the bar
var/food_icon_state = "hburger"
/// The image shown by the bar.
VAR_PRIVATE/image/food_image
/// The actual bar
VAR_PRIVATE/atom/movable/screen/hunger_bar/hunger_bar
/atom/movable/screen/hunger/Initialize(mapload, datum/hud/hud_owner)
. = ..()
@@ -955,14 +959,18 @@ INITIALIZE_IMMEDIATE(/atom/movable/screen/splash)
if(!ishuman(hungry) || CONFIG_GET(flag/disable_human_mood))
screen_loc = ui_mood // Slot in where mood normally is if mood is disabled
// Burger next to the bar
food_image = image(icon = food_icon, icon_state = food_icon_state, pixel_x = -5)
food_image.plane = plane
food_image.appearance_flags |= KEEP_APART // To be unaffected by filters applied to src
food_image.add_filter("simple_outline", 2, outline_filter(1, COLOR_BLACK, OUTLINE_SHARP))
underlays += food_image // To be below filters applied to src
SetInvisibility(INVISIBILITY_ABSTRACT, name) // Start invisible, update later
update_appearance()
// The actual bar
hunger_bar = new(src, null)
vis_contents += hunger_bar
update_hunger_bar(instant = TRUE)
/atom/movable/screen/hunger/proc/update_hunger_state()
var/mob/living/hungry = hud?.mymob
@@ -970,61 +978,129 @@ INITIALIZE_IMMEDIATE(/atom/movable/screen/splash)
return
if(HAS_TRAIT(hungry, TRAIT_NOHUNGER) || !hungry.get_organ_slot(ORGAN_SLOT_STOMACH))
fullness = NUTRITION_LEVEL_FED
state = HUNGER_STATE_FINE
return
if(HAS_TRAIT(hungry, TRAIT_FAT))
fullness = NUTRITION_LEVEL_FAT
state = HUNGER_STATE_FAT
return
if(HAS_TRAIT(hungry, TRAIT_GLUTTON))
fullness = NUTRITION_LEVEL_VERY_HUNGRY
state = HUNGER_STATE_HUNGRY // Can't get enough
return
switch(hungry.nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
fullness = round(hungry.get_fullness(only_consumable = TRUE), 0.05)
switch(fullness)
if(1 + NUTRITION_LEVEL_FULL to INFINITY)
state = HUNGER_STATE_FULL
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FULL)
if(1 + NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FULL)
state = HUNGER_STATE_FINE
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
if(1 + NUTRITION_LEVEL_VERY_HUNGRY to NUTRITION_LEVEL_HUNGRY)
state = HUNGER_STATE_FINE
if(1 + NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_VERY_HUNGRY)
state = HUNGER_STATE_HUNGRY
if(0 to NUTRITION_LEVEL_STARVING)
state = HUNGER_STATE_STARVING
/atom/movable/screen/hunger/update_appearance(updates)
update_hunger_bar()
return ..()
/// Updates the hunger bar's appearance.
/// If `instant` is TRUE, the bar will update immediately rather than animating.
/atom/movable/screen/hunger/proc/update_hunger_bar(instant = FALSE)
var/old_state = state
update_hunger_state() // Do this before we call all the other update procs
if(state == old_state) // Let's not be wasteful
return
var/old_fullness = fullness
update_hunger_state()
if(old_state != state || old_fullness != fullness)
// Fades out if we ARE "fine" AND if our stomach has no food digesting
var/mob/living/hungry = hud?.mymob
if(alpha == 255 && (state == HUNGER_STATE_FINE && abs(fullness - hungry.nutrition) < 1))
if(instant)
alpha = 0
else
animate(src, alpha = 0, time = 1 SECONDS)
// Fades in if we WERE "fine" OR if our stomach has food digesting
else if(alpha == 0 && (state != HUNGER_STATE_FINE || abs(fullness - hungry.nutrition) >= 1))
if(instant)
alpha = 255
else
animate(src, alpha = 255, time = 1 SECONDS)
if(old_state != state)
// Update filter around the bar
if(state == HUNGER_STATE_STARVING)
if(!get_filter("hunger_outline"))
add_filter("hunger_outline", 1, list("type" = "outline", "color" = "#FF0033", "alpha" = 0, "size" = 2))
animate(get_filter("hunger_outline"), alpha = 200, time = 1.5 SECONDS, loop = -1)
animate(alpha = 0, time = 1.5 SECONDS)
else if(old_state == HUNGER_STATE_STARVING)
remove_filter("hunger_outline")
// Update color of the food
if((state == HUNGER_STATE_FAT) != (old_state == HUNGER_STATE_FAT))
underlays -= food_image
food_image.color = state == HUNGER_STATE_FAT ? COLOR_DARK : null
underlays += food_image
// Update hunger bar
if(old_fullness != fullness)
// instant if invisible OR if instant is set
hunger_bar.update_fullness(fullness, alpha == 0 || instant)
/atom/movable/screen/hunger_bar
icon_state = "hungerbar_bar"
screen_loc = ui_hunger
vis_flags = VIS_INHERIT_ID | VIS_INHERIT_PLANE
/// Mask
VAR_PRIVATE/static/icon/bar_mask
/// Gradient used to color the bar
VAR_PRIVATE/static/list/hunger_gradient = list(
0.0, "#FF0000",
0.2, "#FF8000",
0.4, "#f0f000",
0.6, "#00FF00",
0.8, "#46daff",
1.0, "#2A72AA",
1.2, "#494949",
)
/// Offset of the mask
VAR_PRIVATE/bar_offset
/// Last "fullness" value (rounded) we used to update the bar
VAR_PRIVATE/last_fullness_band = -1
/atom/movable/screen/hunger_bar/Initialize(mapload, datum/hud/hud_owner)
. = ..()
if(state == HUNGER_STATE_FINE)
SetInvisibility(INVISIBILITY_ABSTRACT, name)
var/atom/movable/movable_loc = ismovable(loc) ? loc : null
screen_loc = movable_loc?.screen_loc
bar_mask ||= icon(icon, "hungerbar_mask")
/atom/movable/screen/hunger_bar/proc/update_fullness(new_fullness, instant)
new_fullness = round(new_fullness / NUTRITION_LEVEL_FULL, 0.05)
if(new_fullness == last_fullness_band)
return
else if(invisibility)
RemoveInvisibility(name)
if(state == HUNGER_STATE_STARVING)
if(!get_filter("hunger_outline"))
add_filter("hunger_outline", 1, list("type" = "outline", "color" = "#FF0033", "alpha" = 0, "size" = 2))
animate(get_filter("hunger_outline"), alpha = 200, time = 1.5 SECONDS, loop = -1)
animate(alpha = 0, time = 1.5 SECONDS)
last_fullness_band = new_fullness
// Update color
var/new_color = gradient(hunger_gradient, clamp(new_fullness, 0, 1.2))
if(instant)
color = new_color
else
remove_filter("hunger_outline")
// Update color of the food
if((state == HUNGER_STATE_FAT) != (old_state == HUNGER_STATE_FAT))
underlays -= food_image
food_image.color = state == HUNGER_STATE_FAT ? COLOR_DARK : null
underlays += food_image
/atom/movable/screen/hunger/update_icon_state()
. = ..()
icon_state = "[base_icon_state][state]"
animate(src, color = new_color, 0.5 SECONDS)
// Update mask
var/old_bar_offset = bar_offset
bar_offset = clamp(-20 + (20 * new_fullness), -20, 0)
if(old_bar_offset != bar_offset)
if(instant || isnull(old_bar_offset))
add_filter("hunger_bar_mask", 1, alpha_mask_filter(0, bar_offset, bar_mask))
else
transition_filter("hunger_bar_mask", alpha_mask_filter(0, bar_offset), 0.5 SECONDS)
#undef HUNGER_STATE_FAT
#undef HUNGER_STATE_FULL
#undef HUNGER_STATE_FINE
#undef HUNGER_STATE_FULL
#undef HUNGER_STATE_HUNGRY
#undef HUNGER_STATE_STARVING
#undef HUNGER_STATE_VERY_HUNGRY

View File

@@ -501,6 +501,7 @@ Behavior that's still missing from this component that original food items had t
var/fraction = 0.3
fraction = min(bite_consumption / owner.reagents.total_volume, 1)
owner.reagents.trans_to(eater, bite_consumption, transferred_by = feeder, methods = INGEST)
eater.hud_used?.hunger?.update_hunger_bar()
bitecount++
checkLiked(fraction, eater)

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@@ -38,6 +38,7 @@
return
source.attack(user, user)
user.hud_used?.hunger?.update_hunger_bar()
/datum/element/foodlike_drink/proc/can_keep_drinking(obj/item/reagent_containers/source, mob/living/user)
if(QDELETED(source) || user.get_active_held_item() != source)

View File

@@ -128,8 +128,10 @@
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/fed)
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
clear_mood_event(MOOD_CATEGORY_NUTRITION)
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
if(NUTRITION_LEVEL_VERY_HUNGRY to NUTRITION_LEVEL_HUNGRY)
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/hungry)
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_VERY_HUNGRY)
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/hungry_very)
if(0 to NUTRITION_LEVEL_STARVING)
add_mood_event(MOOD_CATEGORY_NUTRITION, /datum/mood_event/starving)
@@ -345,7 +347,9 @@
msg += "[span_info("I'm not hungry.")]<br>"
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
msg += "[span_info("I could use a bite to eat.")]<br>"
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
if(NUTRITION_LEVEL_VERY_HUNGRY to NUTRITION_LEVEL_HUNGRY)
msg += "[span_warning("I'm feeling hungry.")]<br>"
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_VERY_HUNGRY)
msg += "[span_warning("I feel quite hungry.")]<br>"
if(0 to NUTRITION_LEVEL_STARVING)
msg += "[span_boldwarning("I'm starving!")]<br>"

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@@ -17,6 +17,10 @@
/datum/mood_event/hungry
description = "I'm getting a bit hungry."
mood_change = -3
/datum/mood_event/hungry_very
description = "I'm hungry!"
mood_change = -6
/datum/mood_event/starving

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@@ -51,7 +51,7 @@
/mob/living/carbon/human/proc/on_fat(datum/source)
SIGNAL_HANDLER
hud_used?.hunger?.update_appearance()
hud_used?.hunger?.update_hunger_bar()
mob_mood?.update_nutrition_moodlets()
if(HAS_TRAIT(src, TRAIT_FAT))
@@ -68,7 +68,7 @@
overeatduration = 0
remove_traits(list(TRAIT_FAT, TRAIT_OFF_BALANCE_TACKLER), OBESITY)
else
hud_used?.hunger?.update_appearance()
hud_used?.hunger?.update_hunger_bar()
mob_mood?.update_nutrition_moodlets()
/// Signal proc for [COMSIG_ATOM_CONTENTS_WEIGHT_CLASS_CHANGED] to check if an item is suddenly too heavy for our pockets

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@@ -732,22 +732,29 @@
//Stomach//
///////////
/mob/living/carbon/get_fullness()
var/fullness = nutrition
/mob/living/carbon/get_fullness(only_consumable)
. = ..()
var/obj/item/organ/stomach/belly = get_organ_slot(ORGAN_SLOT_STOMACH)
if(!belly) //nothing to see here if we do not have a stomach
return fullness
return .
for(var/bile in belly.reagents.reagent_list)
var/datum/reagent/bits = bile
if(istype(bits, /datum/reagent/consumable))
var/datum/reagent/consumable/goodbit = bile
fullness += goodbit.get_nutriment_factor(src) * goodbit.volume / goodbit.metabolization_rate
for(var/datum/reagent/bits as anything in belly.reagents.reagent_list)
// hack to get around stomachs having 5u stomach lining reagent ugugugu
var/effective_volume = bits.volume
if(belly.food_reagents[bits.type])
effective_volume -= belly.food_reagents[bits.type]
if(effective_volume <= 0)
continue
fullness += 0.6 * bits.volume / bits.metabolization_rate //not food takes up space
if(istype(bits, /datum/reagent/consumable))
var/datum/reagent/consumable/goodbit = bits
. += goodbit.get_nutriment_factor(src) * effective_volume / goodbit.metabolization_rate
continue
if(!only_consumable)
continue
. += 0.6 * effective_volume / bits.metabolization_rate //not food takes up space
return fullness
return .
/mob/living/carbon/has_reagent(reagent, amount = -1, needs_metabolizing = FALSE)
. = ..()

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@@ -63,6 +63,11 @@
handle_wounds(seconds_per_tick, times_fired)
if(living_flags & QUEUE_NUTRITION_UPDATE)
mob_mood?.update_nutrition_moodlets()
hud_used?.hunger?.update_hunger_bar()
living_flags &= ~QUEUE_NUTRITION_UPDATE
if(stat != DEAD)
return 1
@@ -97,18 +102,19 @@
/**
* Get the fullness of the mob
*
* This returns a value form 0 upwards to represent how full the mob is.
* The value is a total amount of consumable reagents in the body combined
* with the total amount of nutrition they have.
* This does not have an upper limit.
* Fullness is a representation of how much nutrition the mob has,
* including the nutrition of stuff yet to be digested (reagents in blood / stomach)
*
* * only_consumable - if TRUE, only consumable reagents are counted.
* Otherwise, all reagents contribute to fullness, despite not adding nutrition as they process.
*
* Returns a number representing fullness, scaled similarly to nutrition.
*/
/mob/living/proc/get_fullness()
/mob/living/proc/get_fullness(only_consumable)
var/fullness = nutrition
// we add the nutrition value of what we're currently digesting
for(var/bile in reagents.reagent_list)
var/datum/reagent/consumable/bits = bile
if(bits)
fullness += bits.get_nutriment_factor(src) * bits.volume / bits.metabolization_rate
for(var/datum/reagent/consumable/bits in reagents.reagent_list)
fullness += bits.get_nutriment_factor(src) * bits.volume / bits.metabolization_rate
return fullness
/**

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@@ -1509,11 +1509,15 @@
//Bubber edit END
nutrition = max(0, nutrition + change)
hud_used?.hunger?.update_appearance()
/mob/living/adjust_nutrition(change, forced)
. = ..()
mob_mood?.update_nutrition_moodlets()
// Queue update if change is small enough (6 is 1% of nutrition softcap)
if(abs(change) >= 6)
mob_mood?.update_nutrition_moodlets()
hud_used?.hunger?.update_hunger_bar()
else
living_flags |= QUEUE_NUTRITION_UPDATE
///Force set the mob nutrition
/mob/proc/set_nutrition(set_to, forced = FALSE) //Seriously fuck you oldcoders.
@@ -1521,11 +1525,16 @@
return
nutrition = max(0, set_to)
hud_used?.hunger?.update_appearance()
/mob/living/set_nutrition(set_to, forced)
var/old_nutrition = nutrition
. = ..()
mob_mood?.update_nutrition_moodlets()
// Queue update if change is small enough (6 is 1% of nutrition softcap)
if(abs(old_nutrition - nutrition) >= 6)
mob_mood?.update_nutrition_moodlets()
hud_used?.hunger?.update_hunger_bar()
else
living_flags |= QUEUE_NUTRITION_UPDATE
///Apply a proper movespeed modifier based on items we have equipped
/mob/proc/update_equipment_speed_mods()

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@@ -385,7 +385,7 @@
/obj/item/organ/stomach/on_mob_insert(mob/living/carbon/receiver, special, movement_flags)
. = ..()
receiver.hud_used?.hunger?.update_appearance()
receiver.hud_used?.hunger?.update_hunger_bar()
RegisterSignal(receiver, COMSIG_CARBON_VOMITED, PROC_REF(on_vomit))
RegisterSignal(receiver, COMSIG_HUMAN_GOT_PUNCHED, PROC_REF(on_punched))
@@ -394,7 +394,7 @@
var/mob/living/carbon/human/human_owner = stomach_owner
human_owner.clear_alert(ALERT_DISGUST)
human_owner.clear_mood_event("disgust")
stomach_owner.hud_used?.hunger?.update_appearance()
stomach_owner.hud_used?.hunger?.update_hunger_bar()
UnregisterSignal(stomach_owner, list(COMSIG_CARBON_VOMITED, COMSIG_HUMAN_GOT_PUNCHED))
return ..()

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