SSD sleep take 2 (#34039)

* ssd sleep part 2

* forgot this

* apply review

* yeah

* add onmapinit

* cache cvar values

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
This commit is contained in:
lzk
2025-04-29 07:24:33 +02:00
committed by GitHub
parent e21944d083
commit 207d513666
3 changed files with 94 additions and 3 deletions

View File

@@ -45,4 +45,17 @@ public sealed partial class CCVars
/// </summary>
public static readonly CVarDef<bool> ICShowSSDIndicator =
CVarDef.Create("ic.show_ssd_indicator", true, CVar.CLIENTONLY);
/// <summary>
/// Forces SSD characters to sleep after ICSSDSleepTime seconds
/// </summary>
public static readonly CVarDef<bool> ICSSDSleep =
CVarDef.Create("ic.ssd_sleep", true, CVar.SERVER);
/// <summary>
/// Time between character getting SSD status and falling asleep
/// Won't work without ICSSDSleep
/// </summary>
public static readonly CVarDef<float> ICSSDSleepTime =
CVarDef.Create("ic.ssd_sleep_time", 600f, CVar.SERVER);
}

View File

@@ -1,4 +1,4 @@
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
@@ -9,7 +9,7 @@ namespace Content.Shared.SSDIndicator;
/// Shows status icon when player in SSD
/// </summary>
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
[AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class SSDIndicatorComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
@@ -19,4 +19,17 @@ public sealed partial class SSDIndicatorComponent : Component
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public ProtoId<SsdIconPrototype> Icon = "SSDIcon";
/// <summary>
/// When the entity should fall asleep
/// </summary>
[DataField, AutoPausedField, Access(typeof(SSDIndicatorSystem))]
public TimeSpan FallAsleepTime = TimeSpan.Zero;
/// <summary>
/// Required to don't remove forced sleep from other sources
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool ForcedSleepAdded = false;
}

View File

@@ -1,4 +1,8 @@
using Robust.Shared.Player;
using Content.Shared.Bed.Sleep;
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Shared.SSDIndicator;
@@ -7,21 +11,82 @@ namespace Content.Shared.SSDIndicator;
/// </summary>
public sealed class SSDIndicatorSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private bool _icSsdSleep;
private float _icSsdSleepTime;
public override void Initialize()
{
SubscribeLocalEvent<SSDIndicatorComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<SSDIndicatorComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<SSDIndicatorComponent, MapInitEvent>(OnMapInit);
_cfg.OnValueChanged(CCVars.ICSSDSleep, obj => _icSsdSleep = obj, true);
_cfg.OnValueChanged(CCVars.ICSSDSleepTime, obj => _icSsdSleepTime = obj, true);
}
private void OnPlayerAttached(EntityUid uid, SSDIndicatorComponent component, PlayerAttachedEvent args)
{
component.IsSSD = false;
// Removes force sleep and resets the time to zero
if (_icSsdSleep)
{
component.FallAsleepTime = TimeSpan.Zero;
if (component.ForcedSleepAdded) // Remove component only if it has been added by this system
{
EntityManager.RemoveComponent<ForcedSleepingComponent>(uid);
component.ForcedSleepAdded = false;
}
}
Dirty(uid, component);
}
private void OnPlayerDetached(EntityUid uid, SSDIndicatorComponent component, PlayerDetachedEvent args)
{
component.IsSSD = true;
// Sets the time when the entity should fall asleep
if (_icSsdSleep)
{
component.FallAsleepTime = _timing.CurTime + TimeSpan.FromSeconds(_icSsdSleepTime);
}
Dirty(uid, component);
}
// Prevents mapped mobs to go to sleep immediately
private void OnMapInit(EntityUid uid, SSDIndicatorComponent component, MapInitEvent args)
{
if (_icSsdSleep &&
component.IsSSD &&
component.FallAsleepTime == TimeSpan.Zero)
{
component.FallAsleepTime = _timing.CurTime + TimeSpan.FromSeconds(_icSsdSleepTime);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_icSsdSleep)
return;
var query = EntityQueryEnumerator<SSDIndicatorComponent>();
while (query.MoveNext(out var uid, out var ssd))
{
// Forces the entity to sleep when the time has come
if(ssd.IsSSD &&
ssd.FallAsleepTime <= _timing.CurTime &&
!TerminatingOrDeleted(uid) &&
!HasComp<ForcedSleepingComponent>(uid)) // Don't add the component if the entity has it from another sources
{
EnsureComp<ForcedSleepingComponent>(uid);
ssd.ForcedSleepAdded = true;
}
}
}
}