Move SleepingSystem to Shared & cleanup (#28672)
* Move SleepingSystem to Shared & cleanup * Remove empty OnShutdown handler
This commit is contained in:
@@ -1,8 +0,0 @@
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using Content.Server.Bed.Sleep;
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namespace Content.Client.Bed;
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public sealed class SleepingSystem : SharedSleepingSystem
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{
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}
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@@ -1,6 +1,5 @@
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using Content.Server.Actions;
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using Content.Server.Actions;
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using Content.Server.Bed.Components;
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using Content.Server.Bed.Components;
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using Content.Server.Bed.Sleep;
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using Content.Server.Body.Systems;
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using Content.Server.Body.Systems;
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using Content.Server.Power.Components;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.EntitySystems;
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@@ -1,254 +0,0 @@
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using Content.Server.Popups;
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using Content.Server.Sound;
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using Content.Shared.Sound.Components;
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using Content.Shared.Actions;
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using Content.Shared.Audio;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Damage;
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using Content.Shared.Examine;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Slippery;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Bed.Sleep
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{
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public sealed class SleepingSystem : SharedSleepingSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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[Dependency] private readonly EmitSoundSystem _emitSound = default!;
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[ValidatePrototypeId<EntityPrototype>] public const string SleepActionId = "ActionSleep";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MobStateComponent, SleepStateChangedEvent>(OnSleepStateChanged);
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SubscribeLocalEvent<SleepingComponent, DamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<MobStateComponent, SleepActionEvent>(OnSleepAction);
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SubscribeLocalEvent<ActionsContainerComponent, SleepActionEvent>(OnBedSleepAction);
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SubscribeLocalEvent<MobStateComponent, WakeActionEvent>(OnWakeAction);
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SubscribeLocalEvent<SleepingComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<SleepingComponent, GetVerbsEvent<AlternativeVerb>>(AddWakeVerb);
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SubscribeLocalEvent<SleepingComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<SleepingComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<SleepingComponent, SlipAttemptEvent>(OnSlip);
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SubscribeLocalEvent<SleepingComponent, ConsciousAttemptEvent>(OnConsciousAttempt);
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SubscribeLocalEvent<ForcedSleepingComponent, ComponentInit>(OnInit);
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}
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/// <summary>
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/// when sleeping component is added or removed, we do some stuff with other components.
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/// </summary>
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private void OnSleepStateChanged(EntityUid uid, MobStateComponent component, SleepStateChangedEvent args)
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{
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if (args.FellAsleep)
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{
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// Expiring status effects would remove the components needed for sleeping
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_statusEffectsSystem.TryRemoveStatusEffect(uid, "Stun");
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_statusEffectsSystem.TryRemoveStatusEffect(uid, "KnockedDown");
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EnsureComp<StunnedComponent>(uid);
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EnsureComp<KnockedDownComponent>(uid);
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if (TryComp<SleepEmitSoundComponent>(uid, out var sleepSound))
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{
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var emitSound = EnsureComp<SpamEmitSoundComponent>(uid);
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if (HasComp<SnoringComponent>(uid))
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{
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emitSound.Sound = sleepSound.Snore;
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}
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emitSound.MinInterval = sleepSound.Interval;
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emitSound.MaxInterval = sleepSound.MaxInterval;
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emitSound.PopUp = sleepSound.PopUp;
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}
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return;
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}
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RemComp<StunnedComponent>(uid);
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RemComp<KnockedDownComponent>(uid);
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RemComp<SpamEmitSoundComponent>(uid);
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}
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/// <summary>
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/// Wake up on taking an instance of damage at least the value of WakeThreshold.
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/// </summary>
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private void OnDamageChanged(EntityUid uid, SleepingComponent component, DamageChangedEvent args)
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{
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if (!args.DamageIncreased || args.DamageDelta == null)
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return;
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if (args.DamageDelta.GetTotal() >= component.WakeThreshold)
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TryWaking(uid, component);
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}
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private void OnSleepAction(EntityUid uid, MobStateComponent component, SleepActionEvent args)
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{
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TrySleeping(uid);
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}
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private void OnBedSleepAction(EntityUid uid, ActionsContainerComponent component, SleepActionEvent args)
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{
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TrySleeping(args.Performer);
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}
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private void OnWakeAction(EntityUid uid, MobStateComponent component, WakeActionEvent args)
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{
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if (!TryWakeCooldown(uid))
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return;
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if (TryWaking(uid))
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args.Handled = true;
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}
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/// <summary>
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/// In crit, we wake up if we are not being forced to sleep.
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/// And, you can't sleep when dead...
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/// </summary>
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private void OnMobStateChanged(EntityUid uid, SleepingComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Dead)
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{
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RemComp<SpamEmitSoundComponent>(uid);
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RemComp<SleepingComponent>(uid);
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return;
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}
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if (TryComp<SpamEmitSoundComponent>(uid, out var spam))
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_emitSound.SetEnabled((uid, spam), args.NewMobState == MobState.Alive);
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}
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private void AddWakeVerb(EntityUid uid, SleepingComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanInteract || !args.CanAccess)
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return;
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AlternativeVerb verb = new()
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{
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Act = () =>
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{
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if (!TryWakeCooldown(uid))
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return;
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TryWaking(args.Target, user: args.User);
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},
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Text = Loc.GetString("action-name-wake"),
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Priority = 2
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};
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// When you click on a sleeping person with an empty hand, try to wake them.
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/// </summary>
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private void OnInteractHand(EntityUid uid, SleepingComponent component, InteractHandEvent args)
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{
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args.Handled = true;
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if (!TryWakeCooldown(uid))
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return;
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TryWaking(args.Target, user: args.User);
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}
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private void OnExamined(EntityUid uid, SleepingComponent component, ExaminedEvent args)
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{
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if (args.IsInDetailsRange)
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{
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args.PushMarkup(Loc.GetString("sleep-examined", ("target", Identity.Entity(uid, EntityManager))));
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}
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}
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private void OnSlip(EntityUid uid, SleepingComponent component, SlipAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnConsciousAttempt(EntityUid uid, SleepingComponent component, ConsciousAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnInit(EntityUid uid, ForcedSleepingComponent component, ComponentInit args)
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{
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TrySleeping(uid);
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}
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/// <summary>
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/// Try sleeping. Only mobs can sleep.
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/// </summary>
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public bool TrySleeping(EntityUid uid)
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{
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if (!HasComp<MobStateComponent>(uid))
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return false;
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var tryingToSleepEvent = new TryingToSleepEvent(uid);
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RaiseLocalEvent(uid, ref tryingToSleepEvent);
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if (tryingToSleepEvent.Cancelled)
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return false;
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EnsureComp<SleepingComponent>(uid);
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return true;
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}
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private bool TryWakeCooldown(EntityUid uid, SleepingComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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var curTime = _gameTiming.CurTime;
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if (curTime < component.CoolDownEnd)
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{
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return false;
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}
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component.CoolDownEnd = curTime + component.Cooldown;
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return true;
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}
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/// <summary>
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/// Try to wake up.
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/// </summary>
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public bool TryWaking(EntityUid uid, SleepingComponent? component = null, bool force = false, EntityUid? user = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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if (!force && HasComp<ForcedSleepingComponent>(uid))
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{
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if (user != null)
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{
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_audio.PlayPvs("/Audio/Effects/thudswoosh.ogg", uid, AudioHelpers.WithVariation(0.05f, _robustRandom));
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_popupSystem.PopupEntity(Loc.GetString("wake-other-failure", ("target", Identity.Entity(uid, EntityManager))), uid, Filter.Entities(user.Value), true, Shared.Popups.PopupType.SmallCaution);
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}
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return false;
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}
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if (user != null)
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{
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_audio.PlayPvs("/Audio/Effects/thudswoosh.ogg", uid, AudioHelpers.WithVariation(0.05f, _robustRandom));
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_popupSystem.PopupEntity(Loc.GetString("wake-other-success", ("target", Identity.Entity(uid, EntityManager))), uid, Filter.Entities(user.Value), true);
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}
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RemComp<SleepingComponent>(uid);
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return true;
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}
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}
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}
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@@ -1,3 +1,4 @@
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Damage;
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using Content.Shared.Damage;
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using Content.Shared.Damage.ForceSay;
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using Content.Shared.Damage.ForceSay;
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using Content.Shared.FixedPoint;
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using Content.Shared.FixedPoint;
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@@ -1,92 +0,0 @@
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using Content.Shared.Actions;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Damage.ForceSay;
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using Content.Shared.Eye.Blinding.Systems;
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using Content.Shared.Pointing;
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using Content.Shared.Speech;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server.Bed.Sleep
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{
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public abstract class SharedSleepingSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly BlindableSystem _blindableSystem = default!;
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[ValidatePrototypeId<EntityPrototype>] private const string WakeActionId = "ActionWake";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SleepingComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SleepingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<SleepingComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
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SubscribeLocalEvent<SleepingComponent, PointAttemptEvent>(OnPointAttempt);
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}
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private void OnMapInit(EntityUid uid, SleepingComponent component, MapInitEvent args)
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{
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var ev = new SleepStateChangedEvent(true);
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RaiseLocalEvent(uid, ev);
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_blindableSystem.UpdateIsBlind(uid);
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_actionsSystem.AddAction(uid, ref component.WakeAction, WakeActionId, uid);
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// TODO remove hardcoded time.
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_actionsSystem.SetCooldown(component.WakeAction, _gameTiming.CurTime, _gameTiming.CurTime + TimeSpan.FromSeconds(2f));
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}
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private void OnShutdown(EntityUid uid, SleepingComponent component, ComponentShutdown args)
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{
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_actionsSystem.RemoveAction(uid, component.WakeAction);
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var ev = new SleepStateChangedEvent(false);
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RaiseLocalEvent(uid, ev);
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_blindableSystem.UpdateIsBlind(uid);
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}
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private void OnSpeakAttempt(EntityUid uid, SleepingComponent component, SpeakAttemptEvent args)
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{
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// TODO reduce duplication of this behavior with MobStateSystem somehow
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if (HasComp<AllowNextCritSpeechComponent>(uid))
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{
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RemCompDeferred<AllowNextCritSpeechComponent>(uid);
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return;
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}
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args.Cancel();
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}
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private void OnSeeAttempt(EntityUid uid, SleepingComponent component, CanSeeAttemptEvent args)
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{
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if (component.LifeStage <= ComponentLifeStage.Running)
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args.Cancel();
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}
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private void OnPointAttempt(EntityUid uid, SleepingComponent component, PointAttemptEvent args)
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{
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args.Cancel();
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}
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}
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}
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public sealed partial class SleepActionEvent : InstantActionEvent {}
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public sealed partial class WakeActionEvent : InstantActionEvent {}
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/// <summary>
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/// Raised on an entity when they fall asleep or wake up.
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/// </summary>
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public sealed class SleepStateChangedEvent : EntityEventArgs
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{
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public bool FellAsleep = false;
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public SleepStateChangedEvent(bool fellAsleep)
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{
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FellAsleep = fellAsleep;
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}
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}
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@@ -1,31 +1,42 @@
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using Content.Shared.FixedPoint;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Bed.Sleep;
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namespace Content.Shared.Bed.Sleep;
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/// <summary>
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/// <summary>
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/// Added to entities when they go to sleep.
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/// Added to entities when they go to sleep.
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/// </summary>
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/// </summary>
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[NetworkedComponent, RegisterComponent, AutoGenerateComponentPause(Dirty = true)]
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[NetworkedComponent, RegisterComponent]
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[AutoGenerateComponentState, AutoGenerateComponentPause(Dirty = true)]
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public sealed partial class SleepingComponent : Component
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public sealed partial class SleepingComponent : Component
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{
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{
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/// <summary>
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/// <summary>
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/// How much damage of any type it takes to wake this entity.
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/// How much damage of any type it takes to wake this entity.
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/// </summary>
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/// </summary>
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[DataField("wakeThreshold")]
|
[DataField]
|
||||||
public FixedPoint2 WakeThreshold = FixedPoint2.New(2);
|
public FixedPoint2 WakeThreshold = FixedPoint2.New(2);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Cooldown time between users hand interaction.
|
/// Cooldown time between users hand interaction.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[DataField("cooldown")]
|
[DataField]
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
public TimeSpan Cooldown = TimeSpan.FromSeconds(1f);
|
public TimeSpan Cooldown = TimeSpan.FromSeconds(1f);
|
||||||
|
|
||||||
[DataField("cooldownEnd", customTypeSerializer:typeof(TimeOffsetSerializer))]
|
[DataField]
|
||||||
[AutoPausedField]
|
[AutoNetworkedField, AutoPausedField]
|
||||||
public TimeSpan CoolDownEnd;
|
public TimeSpan CooldownEnd;
|
||||||
|
|
||||||
[DataField("wakeAction")] public EntityUid? WakeAction;
|
[DataField]
|
||||||
|
[AutoNetworkedField]
|
||||||
|
public EntityUid? WakeAction;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sound to play when another player attempts to wake this entity.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public SoundSpecifier WakeAttemptSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg")
|
||||||
|
{
|
||||||
|
Params = AudioParams.Default.WithVariation(0.05f)
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
314
Content.Shared/Bed/Sleep/SleepingSystem.cs
Normal file
314
Content.Shared/Bed/Sleep/SleepingSystem.cs
Normal file
@@ -0,0 +1,314 @@
|
|||||||
|
using Content.Shared.Actions;
|
||||||
|
using Content.Shared.Damage;
|
||||||
|
using Content.Shared.Damage.ForceSay;
|
||||||
|
using Content.Shared.Examine;
|
||||||
|
using Content.Shared.Eye.Blinding.Systems;
|
||||||
|
using Content.Shared.IdentityManagement;
|
||||||
|
using Content.Shared.Interaction;
|
||||||
|
using Content.Shared.Interaction.Events;
|
||||||
|
using Content.Shared.Mobs;
|
||||||
|
using Content.Shared.Mobs.Components;
|
||||||
|
using Content.Shared.Pointing;
|
||||||
|
using Content.Shared.Popups;
|
||||||
|
using Content.Shared.Slippery;
|
||||||
|
using Content.Shared.Sound;
|
||||||
|
using Content.Shared.Sound.Components;
|
||||||
|
using Content.Shared.Speech;
|
||||||
|
using Content.Shared.StatusEffect;
|
||||||
|
using Content.Shared.Stunnable;
|
||||||
|
using Content.Shared.Verbs;
|
||||||
|
using Robust.Shared.Audio.Systems;
|
||||||
|
using Robust.Shared.Prototypes;
|
||||||
|
using Robust.Shared.Timing;
|
||||||
|
|
||||||
|
namespace Content.Shared.Bed.Sleep;
|
||||||
|
|
||||||
|
public sealed partial class SleepingSystem : EntitySystem
|
||||||
|
{
|
||||||
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||||
|
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
|
||||||
|
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
|
||||||
|
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
|
||||||
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||||
|
[Dependency] private readonly SharedEmitSoundSystem _emitSound = default!;
|
||||||
|
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
|
||||||
|
|
||||||
|
public static readonly ProtoId<EntityPrototype> SleepActionId = "ActionSleep";
|
||||||
|
public static readonly ProtoId<EntityPrototype> WakeActionId = "ActionWake";
|
||||||
|
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
base.Initialize();
|
||||||
|
|
||||||
|
SubscribeLocalEvent<ActionsContainerComponent, SleepActionEvent>(OnBedSleepAction);
|
||||||
|
|
||||||
|
SubscribeLocalEvent<MobStateComponent, SleepStateChangedEvent>(OnSleepStateChanged);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, WakeActionEvent>(OnWakeAction);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, SleepActionEvent>(OnSleepAction);
|
||||||
|
|
||||||
|
SubscribeLocalEvent<SleepingComponent, DamageChangedEvent>(OnDamageChanged);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, MobStateChangedEvent>(OnMobStateChanged);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, MapInitEvent>(OnMapInit);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, SpeakAttemptEvent>(OnSpeakAttempt);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, PointAttemptEvent>(OnPointAttempt);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, SlipAttemptEvent>(OnSlip);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, ConsciousAttemptEvent>(OnConsciousAttempt);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, ExaminedEvent>(OnExamined);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, GetVerbsEvent<AlternativeVerb>>(AddWakeVerb);
|
||||||
|
SubscribeLocalEvent<SleepingComponent, InteractHandEvent>(OnInteractHand);
|
||||||
|
|
||||||
|
SubscribeLocalEvent<ForcedSleepingComponent, ComponentInit>(OnInit);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnBedSleepAction(Entity<ActionsContainerComponent> ent, ref SleepActionEvent args)
|
||||||
|
{
|
||||||
|
TrySleeping(args.Performer);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnWakeAction(Entity<MobStateComponent> ent, ref WakeActionEvent args)
|
||||||
|
{
|
||||||
|
if (TryWakeWithCooldown(ent.Owner))
|
||||||
|
args.Handled = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSleepAction(Entity<MobStateComponent> ent, ref SleepActionEvent args)
|
||||||
|
{
|
||||||
|
TrySleeping((ent, ent.Comp));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// when sleeping component is added or removed, we do some stuff with other components.
|
||||||
|
/// </summary>
|
||||||
|
private void OnSleepStateChanged(Entity<MobStateComponent> ent, ref SleepStateChangedEvent args)
|
||||||
|
{
|
||||||
|
if (args.FellAsleep)
|
||||||
|
{
|
||||||
|
// Expiring status effects would remove the components needed for sleeping
|
||||||
|
_statusEffectsSystem.TryRemoveStatusEffect(ent.Owner, "Stun");
|
||||||
|
_statusEffectsSystem.TryRemoveStatusEffect(ent.Owner, "KnockedDown");
|
||||||
|
|
||||||
|
EnsureComp<StunnedComponent>(ent);
|
||||||
|
EnsureComp<KnockedDownComponent>(ent);
|
||||||
|
|
||||||
|
if (TryComp<SleepEmitSoundComponent>(ent, out var sleepSound))
|
||||||
|
{
|
||||||
|
var emitSound = EnsureComp<SpamEmitSoundComponent>(ent);
|
||||||
|
if (HasComp<SnoringComponent>(ent))
|
||||||
|
{
|
||||||
|
emitSound.Sound = sleepSound.Snore;
|
||||||
|
}
|
||||||
|
emitSound.MinInterval = sleepSound.Interval;
|
||||||
|
emitSound.MaxInterval = sleepSound.MaxInterval;
|
||||||
|
emitSound.PopUp = sleepSound.PopUp;
|
||||||
|
Dirty(ent.Owner, emitSound);
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
RemComp<StunnedComponent>(ent);
|
||||||
|
RemComp<KnockedDownComponent>(ent);
|
||||||
|
RemComp<SpamEmitSoundComponent>(ent);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMapInit(Entity<SleepingComponent> ent, ref MapInitEvent args)
|
||||||
|
{
|
||||||
|
var ev = new SleepStateChangedEvent(true);
|
||||||
|
RaiseLocalEvent(ent, ref ev);
|
||||||
|
_blindableSystem.UpdateIsBlind(ent.Owner);
|
||||||
|
_actionsSystem.AddAction(ent, ref ent.Comp.WakeAction, WakeActionId, ent);
|
||||||
|
|
||||||
|
// TODO remove hardcoded time.
|
||||||
|
_actionsSystem.SetCooldown(ent.Comp.WakeAction, _gameTiming.CurTime, _gameTiming.CurTime + TimeSpan.FromSeconds(2f));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSpeakAttempt(Entity<SleepingComponent> ent, ref SpeakAttemptEvent args)
|
||||||
|
{
|
||||||
|
// TODO reduce duplication of this behavior with MobStateSystem somehow
|
||||||
|
if (HasComp<AllowNextCritSpeechComponent>(ent))
|
||||||
|
{
|
||||||
|
RemCompDeferred<AllowNextCritSpeechComponent>(ent);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
args.Cancel();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSeeAttempt(Entity<SleepingComponent> ent, ref CanSeeAttemptEvent args)
|
||||||
|
{
|
||||||
|
if (ent.Comp.LifeStage <= ComponentLifeStage.Running)
|
||||||
|
args.Cancel();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnPointAttempt(Entity<SleepingComponent> ent, ref PointAttemptEvent args)
|
||||||
|
{
|
||||||
|
args.Cancel();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSlip(Entity<SleepingComponent> ent, ref SlipAttemptEvent args)
|
||||||
|
{
|
||||||
|
args.Cancel();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnConsciousAttempt(Entity<SleepingComponent> ent, ref ConsciousAttemptEvent args)
|
||||||
|
{
|
||||||
|
args.Cancel();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnExamined(Entity<SleepingComponent> ent, ref ExaminedEvent args)
|
||||||
|
{
|
||||||
|
if (args.IsInDetailsRange)
|
||||||
|
{
|
||||||
|
args.PushMarkup(Loc.GetString("sleep-examined", ("target", Identity.Entity(ent, EntityManager))));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AddWakeVerb(Entity<SleepingComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
|
||||||
|
{
|
||||||
|
if (!args.CanInteract || !args.CanAccess)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var target = args.Target;
|
||||||
|
var user = args.User;
|
||||||
|
AlternativeVerb verb = new()
|
||||||
|
{
|
||||||
|
Act = () =>
|
||||||
|
{
|
||||||
|
TryWakeWithCooldown((ent, ent.Comp), user: user);
|
||||||
|
},
|
||||||
|
Text = Loc.GetString("action-name-wake"),
|
||||||
|
Priority = 2
|
||||||
|
};
|
||||||
|
|
||||||
|
args.Verbs.Add(verb);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// When you click on a sleeping person with an empty hand, try to wake them.
|
||||||
|
/// </summary>
|
||||||
|
private void OnInteractHand(Entity<SleepingComponent> ent, ref InteractHandEvent args)
|
||||||
|
{
|
||||||
|
args.Handled = true;
|
||||||
|
|
||||||
|
TryWakeWithCooldown((ent, ent.Comp), args.User);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Wake up on taking an instance of damage at least the value of WakeThreshold.
|
||||||
|
/// </summary>
|
||||||
|
private void OnDamageChanged(Entity<SleepingComponent> ent, ref DamageChangedEvent args)
|
||||||
|
{
|
||||||
|
if (!args.DamageIncreased || args.DamageDelta == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (args.DamageDelta.GetTotal() >= ent.Comp.WakeThreshold)
|
||||||
|
TryWaking((ent, ent.Comp));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// In crit, we wake up if we are not being forced to sleep.
|
||||||
|
/// And, you can't sleep when dead...
|
||||||
|
/// </summary>
|
||||||
|
private void OnMobStateChanged(Entity<SleepingComponent> ent, ref MobStateChangedEvent args)
|
||||||
|
{
|
||||||
|
if (args.NewMobState == MobState.Dead)
|
||||||
|
{
|
||||||
|
RemComp<SpamEmitSoundComponent>(ent);
|
||||||
|
RemComp<SleepingComponent>(ent);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (TryComp<SpamEmitSoundComponent>(ent, out var spam))
|
||||||
|
_emitSound.SetEnabled((ent, spam), args.NewMobState == MobState.Alive);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnInit(Entity<ForcedSleepingComponent> ent, ref ComponentInit args)
|
||||||
|
{
|
||||||
|
TrySleeping(ent.Owner);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Wake(Entity<SleepingComponent> ent)
|
||||||
|
{
|
||||||
|
RemComp<SleepingComponent>(ent);
|
||||||
|
_actionsSystem.RemoveAction(ent, ent.Comp.WakeAction);
|
||||||
|
|
||||||
|
var ev = new SleepStateChangedEvent(false);
|
||||||
|
RaiseLocalEvent(ent, ref ev);
|
||||||
|
|
||||||
|
_blindableSystem.UpdateIsBlind(ent.Owner);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Try sleeping. Only mobs can sleep.
|
||||||
|
/// </summary>
|
||||||
|
public bool TrySleeping(Entity<MobStateComponent?> ent)
|
||||||
|
{
|
||||||
|
if (!Resolve(ent, ref ent.Comp, logMissing: false))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
var tryingToSleepEvent = new TryingToSleepEvent(ent);
|
||||||
|
RaiseLocalEvent(ent, ref tryingToSleepEvent);
|
||||||
|
if (tryingToSleepEvent.Cancelled)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
EnsureComp<SleepingComponent>(ent);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Tries to wake up <paramref name="ent"/>, with a cooldown between attempts to prevent spam.
|
||||||
|
/// </summary>
|
||||||
|
public bool TryWakeWithCooldown(Entity<SleepingComponent?> ent, EntityUid? user = null)
|
||||||
|
{
|
||||||
|
if (!Resolve(ent, ref ent.Comp, false))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
var curTime = _gameTiming.CurTime;
|
||||||
|
|
||||||
|
if (curTime < ent.Comp.CooldownEnd)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
ent.Comp.CooldownEnd = curTime + ent.Comp.Cooldown;
|
||||||
|
Dirty(ent, ent.Comp);
|
||||||
|
return TryWaking(ent, user: user);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Try to wake up <paramref name="ent"/>.
|
||||||
|
/// </summary>
|
||||||
|
public bool TryWaking(Entity<SleepingComponent?> ent, bool force = false, EntityUid? user = null)
|
||||||
|
{
|
||||||
|
if (!Resolve(ent, ref ent.Comp, false))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (!force && HasComp<ForcedSleepingComponent>(ent))
|
||||||
|
{
|
||||||
|
if (user != null)
|
||||||
|
{
|
||||||
|
_audio.PlayPredicted(ent.Comp.WakeAttemptSound, ent, user);
|
||||||
|
_popupSystem.PopupClient(Loc.GetString("wake-other-failure", ("target", Identity.Entity(ent, EntityManager))), ent, user, PopupType.SmallCaution);
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (user != null)
|
||||||
|
{
|
||||||
|
_audio.PlayPredicted(ent.Comp.WakeAttemptSound, ent, user);
|
||||||
|
_popupSystem.PopupClient(Loc.GetString("wake-other-success", ("target", Identity.Entity(ent, EntityManager))), ent, user);
|
||||||
|
}
|
||||||
|
|
||||||
|
Wake((ent, ent.Comp));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public sealed partial class SleepActionEvent : InstantActionEvent;
|
||||||
|
|
||||||
|
public sealed partial class WakeActionEvent : InstantActionEvent;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Raised on an entity when they fall asleep or wake up.
|
||||||
|
/// </summary>
|
||||||
|
[ByRefEvent]
|
||||||
|
public record struct SleepStateChangedEvent(bool FellAsleep);
|
||||||
@@ -1,9 +1,11 @@
|
|||||||
namespace Content.Server.Bed.Sleep;
|
using Robust.Shared.GameStates;
|
||||||
|
|
||||||
|
namespace Content.Shared.Bed.Sleep;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// This is used for the snoring trait.
|
/// This is used for the snoring trait.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[RegisterComponent]
|
[RegisterComponent, NetworkedComponent]
|
||||||
public sealed partial class SnoringComponent : Component
|
public sealed partial class SnoringComponent : Component
|
||||||
{
|
{
|
||||||
|
|
||||||
Reference in New Issue
Block a user