New status effect system (#37238)
* spectra * documentation * added into liquid anomaly * Update TemporaryStealthComponent.cs * Update TemporaryStealthComponent.cs * integrated * new system * mark old status effect system as obsolete * ForcedSleeping new status effect * work with reagents * networking??? * Revert "integrated" This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157. * Revert "Update TemporaryStealthComponent.cs" This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580. * Revert "Update TemporaryStealthComponent.cs" This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034. * Revert "added into liquid anomaly" This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99. * Revert "documentation" This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138. * Revert "spectra" This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284. * drowsiness status effect remove * reagents work * polish, remove test changes * first Fildrance review part * Update misc.yml * more fildrance review * final part * fix trailing spaces * sleeping status effect * drowsiness status effect * Create ModifyStatusEffect.cs * some tweak * Yay!!! Manual networking * minor nitpick * oopsie * refactor: xml-docs, notnullwhen attributes, whitespaces * fildrance and emo review * refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent> --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
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@@ -1,7 +1,7 @@
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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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@@ -9,6 +9,7 @@ public sealed class DrowsinessSystem : SharedDrowsinessSystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly SharedStatusEffectsSystem _statusEffects = default!;
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private DrowsinessOverlay _overlay = default!;
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@@ -16,35 +17,47 @@ public sealed class DrowsinessSystem : SharedDrowsinessSystem
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{
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base.Initialize();
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SubscribeLocalEvent<DrowsinessComponent, ComponentInit>(OnDrowsinessInit);
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SubscribeLocalEvent<DrowsinessComponent, ComponentShutdown>(OnDrowsinessShutdown);
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectAppliedEvent>(OnDrowsinessApply);
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectRemovedEvent>(OnDrowsinessShutdown);
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SubscribeLocalEvent<DrowsinessComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<DrowsinessComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectPlayerAttachedEvent>(OnStatusEffectPlayerAttached);
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectPlayerDetachedEvent>(OnStatusEffectPlayerDetached);
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_overlay = new();
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}
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private void OnPlayerAttached(EntityUid uid, DrowsinessComponent component, LocalPlayerAttachedEvent args)
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private void OnDrowsinessApply(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
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{
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnPlayerDetached(EntityUid uid, DrowsinessComponent component, LocalPlayerDetachedEvent args)
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{
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_overlay.CurrentPower = 0;
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_overlayMan.RemoveOverlay(_overlay);
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}
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private void OnDrowsinessInit(EntityUid uid, DrowsinessComponent component, ComponentInit args)
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{
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if (_player.LocalEntity == uid)
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if (_player.LocalEntity == args.Target)
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnDrowsinessShutdown(EntityUid uid, DrowsinessComponent component, ComponentShutdown args)
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private void OnDrowsinessShutdown(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
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{
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if (_player.LocalEntity == uid)
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if (_player.LocalEntity != args.Target)
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return;
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if (!_statusEffects.HasEffectComp<DrowsinessStatusEffectComponent>(_player.LocalEntity.Value))
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{
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_overlay.CurrentPower = 0;
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_overlayMan.RemoveOverlay(_overlay);
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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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{
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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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{
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if (_player.LocalEntity != args.Target)
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return;
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if (!_statusEffects.HasEffectComp<DrowsinessStatusEffectComponent>(_player.LocalEntity.Value))
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{
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_overlay.CurrentPower = 0;
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_overlayMan.RemoveOverlay(_overlay);
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