Sleep NPCs on attach (#12014)

This commit is contained in:
metalgearsloth
2022-10-19 10:07:44 +11:00
committed by GitHub
parent 78a139edb5
commit 4db3b30dc1
2 changed files with 21 additions and 4 deletions

View File

@@ -1,11 +1,11 @@
using Content.Server.MobState;
using Content.Server.NPC.Components;
using Content.Server.NPC.HTN;
using Content.Shared.CCVar;
using Content.Shared.MobState;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
namespace Content.Server.NPC.Systems
{
@@ -17,6 +17,7 @@ namespace Content.Server.NPC.Systems
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly HTNSystem _htn = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
private ISawmill _sawmill = default!;
@@ -43,10 +44,25 @@ namespace Content.Server.NPC.Systems
SubscribeLocalEvent<NPCComponent, MobStateChangedEvent>(OnMobStateChange);
SubscribeLocalEvent<NPCComponent, MapInitEvent>(OnNPCMapInit);
SubscribeLocalEvent<NPCComponent, ComponentShutdown>(OnNPCShutdown);
SubscribeLocalEvent<NPCComponent, PlayerAttachedEvent>(OnPlayerNPCAttach);
SubscribeLocalEvent<NPCComponent, PlayerDetachedEvent>(OnPlayerNPCDetach);
_configurationManager.OnValueChanged(CCVars.NPCEnabled, SetEnabled, true);
_configurationManager.OnValueChanged(CCVars.NPCMaxUpdates, SetMaxUpdates, true);
}
private void OnPlayerNPCAttach(EntityUid uid, NPCComponent component, PlayerAttachedEvent args)
{
SleepNPC(uid, component);
}
private void OnPlayerNPCDetach(EntityUid uid, NPCComponent component, PlayerDetachedEvent args)
{
if (_mobState.IsIncapacitated(uid))
return;
WakeNPC(uid, component);
}
private void SetMaxUpdates(int obj) => _maxUpdates = obj;
private void SetEnabled(bool value) => Enabled = value;
@@ -116,6 +132,9 @@ namespace Content.Server.NPC.Systems
private void OnMobStateChange(EntityUid uid, NPCComponent component, MobStateChangedEvent args)
{
if (HasComp<ActorComponent>(uid))
return;
switch (args.CurrentMobState)
{
case DamageState.Alive: