New Status Effects system: Relay events (#38579)
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@@ -2,6 +2,7 @@ using Content.Shared.Drowsiness;
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using Content.Shared.StatusEffectNew;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Player;
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namespace Content.Client.Drowsiness;
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@@ -20,8 +21,8 @@ public sealed class DrowsinessSystem : SharedDrowsinessSystem
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectAppliedEvent>(OnDrowsinessApply);
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectRemovedEvent>(OnDrowsinessShutdown);
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectPlayerAttachedEvent>(OnStatusEffectPlayerAttached);
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectPlayerDetachedEvent>(OnStatusEffectPlayerDetached);
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerAttachedEvent>>(OnStatusEffectPlayerAttached);
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerDetachedEvent>>(OnStatusEffectPlayerDetached);
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_overlay = new();
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}
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@@ -44,17 +45,14 @@ public sealed class DrowsinessSystem : SharedDrowsinessSystem
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}
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}
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private void OnStatusEffectPlayerAttached(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectPlayerAttachedEvent args)
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private void OnStatusEffectPlayerAttached(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerAttachedEvent> args)
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{
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if (_player.LocalEntity != args.Target)
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return;
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnStatusEffectPlayerDetached(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectPlayerDetachedEvent args)
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private void OnStatusEffectPlayerDetached(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerDetachedEvent> args)
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{
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if (_player.LocalEntity != args.Target)
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if (_player.LocalEntity is null)
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return;
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if (!_statusEffects.HasEffectComp<DrowsinessStatusEffectComponent>(_player.LocalEntity.Value))
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@@ -25,11 +25,4 @@ public sealed partial class SSDIndicatorComponent : Component
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/// </summary>
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[DataField, AutoPausedField, Access(typeof(SSDIndicatorSystem))]
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public TimeSpan FallAsleepTime = TimeSpan.Zero;
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/// <summary>
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/// Required to don't remove forced sleep from other sources
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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public bool ForcedSleepAdded = false;
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}
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@@ -1,8 +1,8 @@
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using Content.Shared.Bed.Sleep;
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using Content.Shared.CCVar;
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using Content.Shared.StatusEffectNew;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.SSDIndicator;
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@@ -12,6 +12,8 @@ namespace Content.Shared.SSDIndicator;
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/// </summary>
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public sealed class SSDIndicatorSystem : EntitySystem
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{
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public static readonly EntProtoId StatusEffectSSDSleeping = "StatusEffectSSDSleeping";
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedStatusEffectsSystem _statusEffects = default!;
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@@ -37,11 +39,7 @@ public sealed class SSDIndicatorSystem : EntitySystem
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if (_icSsdSleep)
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{
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component.FallAsleepTime = TimeSpan.Zero;
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if (component.ForcedSleepAdded) // Remove component only if it has been added by this system
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{
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_statusEffects.TryRemoveStatusEffect(uid, SleepingSystem.StatusEffectForcedSleeping);
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component.ForcedSleepAdded = false;
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}
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_statusEffects.TryRemoveStatusEffect(uid, StatusEffectSSDSleeping);
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}
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Dirty(uid, component);
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@@ -87,8 +85,7 @@ public sealed class SSDIndicatorSystem : EntitySystem
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ssd.FallAsleepTime <= _timing.CurTime &&
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!TerminatingOrDeleted(uid))
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{
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_statusEffects.TryAddStatusEffect(uid, SleepingSystem.StatusEffectForcedSleeping);
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ssd.ForcedSleepAdded = true;
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_statusEffects.TryAddStatusEffect(uid, StatusEffectSSDSleeping);
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}
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}
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}
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@@ -3,7 +3,6 @@ using Content.Shared.StatusEffectNew.Components;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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@@ -30,11 +29,11 @@ public abstract partial class SharedStatusEffectsSystem : EntitySystem
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{
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base.Initialize();
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InitializeRelay();
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SubscribeLocalEvent<StatusEffectComponent, StatusEffectAppliedEvent>(OnStatusEffectApplied);
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SubscribeLocalEvent<StatusEffectComponent, StatusEffectRemovedEvent>(OnStatusEffectRemoved);
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(OnStatusEffectContainerAttached);
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(OnStatusEffectContainerDetached);
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SubscribeLocalEvent<StatusEffectContainerComponent, ComponentGetState>(OnGetState);
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_containerQuery = GetEntityQuery<StatusEffectContainerComponent>();
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@@ -46,24 +45,6 @@ public abstract partial class SharedStatusEffectsSystem : EntitySystem
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args.State = new StatusEffectContainerComponentState(GetNetEntitySet(ent.Comp.ActiveStatusEffects));
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}
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private void OnStatusEffectContainerAttached(Entity<StatusEffectContainerComponent> ent, ref LocalPlayerAttachedEvent args)
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{
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foreach (var effect in ent.Comp.ActiveStatusEffects)
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{
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var ev = new StatusEffectPlayerAttachedEvent(ent);
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RaiseLocalEvent(effect, ref ev);
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}
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}
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private void OnStatusEffectContainerDetached(Entity<StatusEffectContainerComponent> ent, ref LocalPlayerDetachedEvent args)
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{
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foreach (var effect in ent.Comp.ActiveStatusEffects)
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{
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var ev = new StatusEffectPlayerDetachedEvent(ent);
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RaiseLocalEvent(effect, ref ev);
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}
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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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@@ -187,20 +168,6 @@ public readonly record struct StatusEffectAppliedEvent(EntityUid Target);
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[ByRefEvent]
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public readonly record struct StatusEffectRemovedEvent(EntityUid Target);
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/// <summary>
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/// Called on a status effect entity inside <see cref="StatusEffectContainerComponent"/>
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/// after a player has been <see cref="LocalPlayerAttachedEvent"/> to this container entity.
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/// </summary>
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[ByRefEvent]
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public readonly record struct StatusEffectPlayerAttachedEvent(EntityUid Target);
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/// <summary>
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/// Called on a status effect entity inside <see cref="StatusEffectContainerComponent"/>
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/// after a player has been <see cref="LocalPlayerDetachedEvent"/> to this container entity.
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/// </summary>
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[ByRefEvent]
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public readonly record struct StatusEffectPlayerDetachedEvent(EntityUid Target);
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/// <summary>
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/// Raised on an entity before a status effect is added to determine if adding it should be cancelled.
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/// </summary>
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51
Content.Shared/StatusEffectNew/StatusEffectSystem.Relay.cs
Normal file
51
Content.Shared/StatusEffectNew/StatusEffectSystem.Relay.cs
Normal file
@@ -0,0 +1,51 @@
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Player;
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namespace Content.Shared.StatusEffectNew;
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public abstract partial class SharedStatusEffectsSystem
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{
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protected void InitializeRelay()
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{
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(RelayStatusEffectEvent);
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}
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protected void RefRelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, ref T args) where T : struct
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{
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RelayEvent((uid, component), ref args);
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}
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protected void RelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, T args) where T : class
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{
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RelayEvent((uid, component), args);
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}
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public void RelayEvent<T>(Entity<StatusEffectContainerComponent> statusEffect, ref T args) where T : struct
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{
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// this copies the by-ref event if it is a struct
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var ev = new StatusEffectRelayedEvent<T>(args);
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foreach (var activeEffect in statusEffect.Comp.ActiveStatusEffects)
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{
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RaiseLocalEvent(activeEffect, ref ev);
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}
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// and now we copy it back
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args = ev.Args;
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}
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public void RelayEvent<T>(Entity<StatusEffectContainerComponent> statusEffect, T args) where T : class
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{
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// this copies the by-ref event if it is a struct
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var ev = new StatusEffectRelayedEvent<T>(args);
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foreach (var activeEffect in statusEffect.Comp.ActiveStatusEffects)
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{
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RaiseLocalEvent(activeEffect, ref ev);
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}
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}
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}
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/// <summary>
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/// Event wrapper for relayed events.
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/// </summary>
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[ByRefEvent]
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public record struct StatusEffectRelayedEvent<TEvent>(TEvent Args);
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@@ -27,6 +27,14 @@
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components:
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- type: ForcedSleepingStatusEffect
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# This creature is asleep because it's disconnected from the game.
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- type: entity
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parent: MobStatusEffectBase
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id: StatusEffectSSDSleeping
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name: forced sleep
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components:
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- type: ForcedSleepingStatusEffect
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# Blurs your vision and makes you randomly fall asleep
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- type: entity
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parent: MobStatusEffectBase
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