Move SleepingSystem to Shared & cleanup (#28672)

* Move SleepingSystem to Shared & cleanup

* Remove empty OnShutdown handler
This commit is contained in:
Tayrtahn
2024-06-13 22:15:29 -04:00
committed by GitHub
parent c79849ae29
commit 6c343ddae2
8 changed files with 339 additions and 366 deletions

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@@ -1,8 +0,0 @@
using Content.Server.Bed.Sleep;
namespace Content.Client.Bed;
public sealed class SleepingSystem : SharedSleepingSystem
{
}

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@@ -1,6 +1,5 @@
using Content.Server.Actions; using Content.Server.Actions;
using Content.Server.Bed.Components; using Content.Server.Bed.Components;
using Content.Server.Bed.Sleep;
using Content.Server.Body.Systems; using Content.Server.Body.Systems;
using Content.Server.Power.Components; using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems; using Content.Server.Power.EntitySystems;

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@@ -1,254 +0,0 @@
using Content.Server.Popups;
using Content.Server.Sound;
using Content.Shared.Sound.Components;
using Content.Shared.Actions;
using Content.Shared.Audio;
using Content.Shared.Bed.Sleep;
using Content.Shared.Damage;
using Content.Shared.Examine;
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.Slippery;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Content.Shared.Verbs;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Bed.Sleep
{
public sealed class SleepingSystem : SharedSleepingSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
[Dependency] private readonly EmitSoundSystem _emitSound = default!;
[ValidatePrototypeId<EntityPrototype>] public const string SleepActionId = "ActionSleep";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MobStateComponent, SleepStateChangedEvent>(OnSleepStateChanged);
SubscribeLocalEvent<SleepingComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<MobStateComponent, SleepActionEvent>(OnSleepAction);
SubscribeLocalEvent<ActionsContainerComponent, SleepActionEvent>(OnBedSleepAction);
SubscribeLocalEvent<MobStateComponent, WakeActionEvent>(OnWakeAction);
SubscribeLocalEvent<SleepingComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<SleepingComponent, GetVerbsEvent<AlternativeVerb>>(AddWakeVerb);
SubscribeLocalEvent<SleepingComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<SleepingComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<SleepingComponent, SlipAttemptEvent>(OnSlip);
SubscribeLocalEvent<SleepingComponent, ConsciousAttemptEvent>(OnConsciousAttempt);
SubscribeLocalEvent<ForcedSleepingComponent, ComponentInit>(OnInit);
}
/// <summary>
/// when sleeping component is added or removed, we do some stuff with other components.
/// </summary>
private void OnSleepStateChanged(EntityUid uid, MobStateComponent component, SleepStateChangedEvent args)
{
if (args.FellAsleep)
{
// Expiring status effects would remove the components needed for sleeping
_statusEffectsSystem.TryRemoveStatusEffect(uid, "Stun");
_statusEffectsSystem.TryRemoveStatusEffect(uid, "KnockedDown");
EnsureComp<StunnedComponent>(uid);
EnsureComp<KnockedDownComponent>(uid);
if (TryComp<SleepEmitSoundComponent>(uid, out var sleepSound))
{
var emitSound = EnsureComp<SpamEmitSoundComponent>(uid);
if (HasComp<SnoringComponent>(uid))
{
emitSound.Sound = sleepSound.Snore;
}
emitSound.MinInterval = sleepSound.Interval;
emitSound.MaxInterval = sleepSound.MaxInterval;
emitSound.PopUp = sleepSound.PopUp;
}
return;
}
RemComp<StunnedComponent>(uid);
RemComp<KnockedDownComponent>(uid);
RemComp<SpamEmitSoundComponent>(uid);
}
/// <summary>
/// Wake up on taking an instance of damage at least the value of WakeThreshold.
/// </summary>
private void OnDamageChanged(EntityUid uid, SleepingComponent component, DamageChangedEvent args)
{
if (!args.DamageIncreased || args.DamageDelta == null)
return;
if (args.DamageDelta.GetTotal() >= component.WakeThreshold)
TryWaking(uid, component);
}
private void OnSleepAction(EntityUid uid, MobStateComponent component, SleepActionEvent args)
{
TrySleeping(uid);
}
private void OnBedSleepAction(EntityUid uid, ActionsContainerComponent component, SleepActionEvent args)
{
TrySleeping(args.Performer);
}
private void OnWakeAction(EntityUid uid, MobStateComponent component, WakeActionEvent args)
{
if (!TryWakeCooldown(uid))
return;
if (TryWaking(uid))
args.Handled = true;
}
/// <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(EntityUid uid, SleepingComponent component, MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Dead)
{
RemComp<SpamEmitSoundComponent>(uid);
RemComp<SleepingComponent>(uid);
return;
}
if (TryComp<SpamEmitSoundComponent>(uid, out var spam))
_emitSound.SetEnabled((uid, spam), args.NewMobState == MobState.Alive);
}
private void AddWakeVerb(EntityUid uid, SleepingComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanInteract || !args.CanAccess)
return;
AlternativeVerb verb = new()
{
Act = () =>
{
if (!TryWakeCooldown(uid))
return;
TryWaking(args.Target, user: args.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(EntityUid uid, SleepingComponent component, InteractHandEvent args)
{
args.Handled = true;
if (!TryWakeCooldown(uid))
return;
TryWaking(args.Target, user: args.User);
}
private void OnExamined(EntityUid uid, SleepingComponent component, ExaminedEvent args)
{
if (args.IsInDetailsRange)
{
args.PushMarkup(Loc.GetString("sleep-examined", ("target", Identity.Entity(uid, EntityManager))));
}
}
private void OnSlip(EntityUid uid, SleepingComponent component, SlipAttemptEvent args)
{
args.Cancel();
}
private void OnConsciousAttempt(EntityUid uid, SleepingComponent component, ConsciousAttemptEvent args)
{
args.Cancel();
}
private void OnInit(EntityUid uid, ForcedSleepingComponent component, ComponentInit args)
{
TrySleeping(uid);
}
/// <summary>
/// Try sleeping. Only mobs can sleep.
/// </summary>
public bool TrySleeping(EntityUid uid)
{
if (!HasComp<MobStateComponent>(uid))
return false;
var tryingToSleepEvent = new TryingToSleepEvent(uid);
RaiseLocalEvent(uid, ref tryingToSleepEvent);
if (tryingToSleepEvent.Cancelled)
return false;
EnsureComp<SleepingComponent>(uid);
return true;
}
private bool TryWakeCooldown(EntityUid uid, SleepingComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return false;
var curTime = _gameTiming.CurTime;
if (curTime < component.CoolDownEnd)
{
return false;
}
component.CoolDownEnd = curTime + component.Cooldown;
return true;
}
/// <summary>
/// Try to wake up.
/// </summary>
public bool TryWaking(EntityUid uid, SleepingComponent? component = null, bool force = false, EntityUid? user = null)
{
if (!Resolve(uid, ref component, false))
return false;
if (!force && HasComp<ForcedSleepingComponent>(uid))
{
if (user != null)
{
_audio.PlayPvs("/Audio/Effects/thudswoosh.ogg", uid, AudioHelpers.WithVariation(0.05f, _robustRandom));
_popupSystem.PopupEntity(Loc.GetString("wake-other-failure", ("target", Identity.Entity(uid, EntityManager))), uid, Filter.Entities(user.Value), true, Shared.Popups.PopupType.SmallCaution);
}
return false;
}
if (user != null)
{
_audio.PlayPvs("/Audio/Effects/thudswoosh.ogg", uid, AudioHelpers.WithVariation(0.05f, _robustRandom));
_popupSystem.PopupEntity(Loc.GetString("wake-other-success", ("target", Identity.Entity(uid, EntityManager))), uid, Filter.Entities(user.Value), true);
}
RemComp<SleepingComponent>(uid);
return true;
}
}
}

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@@ -1,3 +1,4 @@
using Content.Shared.Bed.Sleep;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.Damage.ForceSay; using Content.Shared.Damage.ForceSay;
using Content.Shared.FixedPoint; using Content.Shared.FixedPoint;

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@@ -1,92 +0,0 @@
using Content.Shared.Actions;
using Content.Shared.Bed.Sleep;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Pointing;
using Content.Shared.Speech;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.Bed.Sleep
{
public abstract class SharedSleepingSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
[ValidatePrototypeId<EntityPrototype>] private const string WakeActionId = "ActionWake";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SleepingComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SleepingComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<SleepingComponent, SpeakAttemptEvent>(OnSpeakAttempt);
SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
SubscribeLocalEvent<SleepingComponent, PointAttemptEvent>(OnPointAttempt);
}
private void OnMapInit(EntityUid uid, SleepingComponent component, MapInitEvent args)
{
var ev = new SleepStateChangedEvent(true);
RaiseLocalEvent(uid, ev);
_blindableSystem.UpdateIsBlind(uid);
_actionsSystem.AddAction(uid, ref component.WakeAction, WakeActionId, uid);
// TODO remove hardcoded time.
_actionsSystem.SetCooldown(component.WakeAction, _gameTiming.CurTime, _gameTiming.CurTime + TimeSpan.FromSeconds(2f));
}
private void OnShutdown(EntityUid uid, SleepingComponent component, ComponentShutdown args)
{
_actionsSystem.RemoveAction(uid, component.WakeAction);
var ev = new SleepStateChangedEvent(false);
RaiseLocalEvent(uid, ev);
_blindableSystem.UpdateIsBlind(uid);
}
private void OnSpeakAttempt(EntityUid uid, SleepingComponent component, SpeakAttemptEvent args)
{
// TODO reduce duplication of this behavior with MobStateSystem somehow
if (HasComp<AllowNextCritSpeechComponent>(uid))
{
RemCompDeferred<AllowNextCritSpeechComponent>(uid);
return;
}
args.Cancel();
}
private void OnSeeAttempt(EntityUid uid, SleepingComponent component, CanSeeAttemptEvent args)
{
if (component.LifeStage <= ComponentLifeStage.Running)
args.Cancel();
}
private void OnPointAttempt(EntityUid uid, SleepingComponent component, PointAttemptEvent args)
{
args.Cancel();
}
}
}
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>
public sealed class SleepStateChangedEvent : EntityEventArgs
{
public bool FellAsleep = false;
public SleepStateChangedEvent(bool fellAsleep)
{
FellAsleep = fellAsleep;
}
}

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@@ -1,31 +1,42 @@
using Content.Shared.FixedPoint; using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Bed.Sleep; namespace Content.Shared.Bed.Sleep;
/// <summary> /// <summary>
/// Added to entities when they go to sleep. /// Added to entities when they go to sleep.
/// </summary> /// </summary>
[NetworkedComponent, RegisterComponent, AutoGenerateComponentPause(Dirty = true)] [NetworkedComponent, RegisterComponent]
[AutoGenerateComponentState, AutoGenerateComponentPause(Dirty = true)]
public sealed partial class SleepingComponent : Component public sealed partial class SleepingComponent : Component
{ {
/// <summary> /// <summary>
/// How much damage of any type it takes to wake this entity. /// How much damage of any type it takes to wake this entity.
/// </summary> /// </summary>
[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)
};
} }

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@@ -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);

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@@ -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
{ {