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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@@ -1,5 +1,6 @@
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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.Timing;
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@@ -13,6 +14,7 @@ public sealed class SSDIndicatorSystem : EntitySystem
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{
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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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private bool _icSsdSleep;
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private float _icSsdSleepTime;
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@@ -37,10 +39,11 @@ public sealed class SSDIndicatorSystem : EntitySystem
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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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EntityManager.RemoveComponent<ForcedSleepingComponent>(uid);
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_statusEffects.TryRemoveStatusEffect(uid, SleepingSystem.StatusEffectForcedSleeping);
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component.ForcedSleepAdded = false;
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}
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}
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Dirty(uid, component);
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}
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@@ -53,6 +56,7 @@ public sealed class SSDIndicatorSystem : EntitySystem
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{
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component.FallAsleepTime = _timing.CurTime + TimeSpan.FromSeconds(_icSsdSleepTime);
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}
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Dirty(uid, component);
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}
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@@ -79,12 +83,11 @@ public sealed class SSDIndicatorSystem : EntitySystem
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while (query.MoveNext(out var uid, out var ssd))
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{
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// Forces the entity to sleep when the time has come
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if(ssd.IsSSD &&
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if (ssd.IsSSD &&
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ssd.FallAsleepTime <= _timing.CurTime &&
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!TerminatingOrDeleted(uid) &&
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!HasComp<ForcedSleepingComponent>(uid)) // Don't add the component if the entity has it from another sources
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!TerminatingOrDeleted(uid))
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{
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EnsureComp<ForcedSleepingComponent>(uid);
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_statusEffects.TryAddStatusEffect(uid, SleepingSystem.StatusEffectForcedSleeping);
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ssd.ForcedSleepAdded = true;
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}
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}
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