@@ -18,7 +18,6 @@ using Content.Server.Speech.Components;
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using Content.Server.Spreader;
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using Content.Server.Spreader;
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using Content.Server.Temperature.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Temperature.Systems;
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using Content.Server.Temperature.Systems;
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using Content.Server.Traits.Assorted;
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using Content.Server.Zombies;
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using Content.Server.Zombies;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.Components;
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@@ -33,6 +32,7 @@ using Content.Shared.Maps;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mind.Components;
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using Content.Shared.Popups;
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using Content.Shared.Popups;
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using Content.Shared.Random;
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using Content.Shared.Random;
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using Content.Shared.Traits.Assorted;
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using Content.Shared.Zombies;
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using Content.Shared.Zombies;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio;
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@@ -1,24 +0,0 @@
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using System.Numerics;
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This is used for the narcolepsy trait.
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/// </summary>
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[RegisterComponent, Access(typeof(NarcolepsySystem))]
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public sealed partial class NarcolepsyComponent : Component
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{
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/// <summary>
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/// The random time between incidents, (min, max).
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/// </summary>
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[DataField("timeBetweenIncidents", required: true)]
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public Vector2 TimeBetweenIncidents { get; private set; }
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/// <summary>
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/// The duration of incidents, (min, max).
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/// </summary>
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[DataField("durationOfIncident", required: true)]
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public Vector2 DurationOfIncident { get; private set; }
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public float NextIncidentTime;
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}
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@@ -1,59 +0,0 @@
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using Content.Shared.Bed.Sleep;
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using Content.Shared.StatusEffectNew;
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using Robust.Shared.Random;
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This handles narcolepsy, causing the affected to fall asleep uncontrollably at a random interval.
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/// </summary>
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public sealed class NarcolepsySystem : EntitySystem
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{
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<NarcolepsyComponent, ComponentStartup>(SetupNarcolepsy);
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}
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private void SetupNarcolepsy(EntityUid uid, NarcolepsyComponent component, ComponentStartup args)
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{
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component.NextIncidentTime =
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_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y);
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}
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public void AdjustNarcolepsyTimer(EntityUid uid, int TimerReset, NarcolepsyComponent? narcolepsy = null)
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{
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if (!Resolve(uid, ref narcolepsy, false))
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return;
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narcolepsy.NextIncidentTime = TimerReset;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<NarcolepsyComponent>();
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while (query.MoveNext(out var uid, out var narcolepsy))
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{
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narcolepsy.NextIncidentTime -= frameTime;
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if (narcolepsy.NextIncidentTime >= 0)
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continue;
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// Set the new time.
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narcolepsy.NextIncidentTime +=
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_random.NextFloat(narcolepsy.TimeBetweenIncidents.X, narcolepsy.TimeBetweenIncidents.Y);
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var duration = _random.NextFloat(narcolepsy.DurationOfIncident.X, narcolepsy.DurationOfIncident.Y);
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// Make sure the sleep time doesn't cut into the time to next incident.
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narcolepsy.NextIncidentTime += duration;
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_statusEffects.TryAddStatusEffectDuration(uid, SleepingSystem.StatusEffectForcedSleeping, TimeSpan.FromSeconds(duration));
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}
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}
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}
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@@ -12,7 +12,7 @@ public sealed partial class ResetNarcolepsy : EventEntityEffect<ResetNarcolepsy>
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/// The # of seconds the effect resets the narcolepsy timer to
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/// The # of seconds the effect resets the narcolepsy timer to
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/// </summary>
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/// </summary>
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[DataField("TimerReset")]
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[DataField("TimerReset")]
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public int TimerReset = 600;
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public TimeSpan TimerReset = TimeSpan.FromSeconds(600);
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-reset-narcolepsy", ("chance", Probability));
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=> Loc.GetString("reagent-effect-guidebook-reset-narcolepsy", ("chance", Probability));
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44
Content.Shared/Traits/Assorted/NarcolepsyComponent.cs
Normal file
44
Content.Shared/Traits/Assorted/NarcolepsyComponent.cs
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@@ -0,0 +1,44 @@
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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.Traits.Assorted;
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/// <summary>
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/// This is used for the narcolepsy trait.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState(fieldDeltas: true), AutoGenerateComponentPause]
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[Access(typeof(NarcolepsySystem))]
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public sealed partial class NarcolepsyComponent : Component
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{
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/// <summary>
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/// The maximum time between incidents.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public TimeSpan MaxTimeBetweenIncidents;
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/// <summary>
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/// The minimum time between incidents.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public TimeSpan MinTimeBetweenIncidents;
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/// <summary>
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/// The maximum duration of incidents.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public TimeSpan MaxDurationOfIncident;
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/// <summary>
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/// The minimum duration of incidents.
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/// </summary>
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[DataField(required: true), AutoNetworkedField]
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public TimeSpan MinDurationOfIncident;
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/// <summary>
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/// Next time indcident happens.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoNetworkedField, AutoPausedField]
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public TimeSpan NextIncidentTime = TimeSpan.Zero;
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}
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69
Content.Shared/Traits/Assorted/NarcolepsySystem.cs
Normal file
69
Content.Shared/Traits/Assorted/NarcolepsySystem.cs
Normal file
@@ -0,0 +1,69 @@
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Random.Helpers;
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using Content.Shared.StatusEffectNew;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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||||||
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||||||
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namespace Content.Shared.Traits.Assorted;
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||||||
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||||||
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/// <summary>
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||||||
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/// This handles narcolepsy, causing the affected to fall asleep uncontrollably at a random interval.
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||||||
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/// </summary>
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||||||
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public sealed class NarcolepsySystem : EntitySystem
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{
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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||||||
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/// <inheritdoc/>
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||||||
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public override void Initialize()
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||||||
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{
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||||||
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base.Initialize();
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||||||
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||||||
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SubscribeLocalEvent<NarcolepsyComponent, MapInitEvent>(OnMapInit);
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}
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||||||
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||||||
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private void OnMapInit(Entity<NarcolepsyComponent> ent, ref MapInitEvent args)
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||||||
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{
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ent.Comp.NextIncidentTime = _timing.CurTime + _random.Next(ent.Comp.MinTimeBetweenIncidents, ent.Comp.MaxTimeBetweenIncidents);
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DirtyField(ent, ent.Comp, nameof(ent.Comp.NextIncidentTime));
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}
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||||||
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||||||
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/// <summary>
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||||||
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/// Changes the time until the next incident.
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||||||
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/// </summary>
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||||||
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public void AdjustNarcolepsyTimer(Entity<NarcolepsyComponent?> ent, TimeSpan time)
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||||||
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{
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||||||
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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||||||
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||||||
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ent.Comp.NextIncidentTime = _timing.CurTime + time;
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||||||
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DirtyField(ent, ent.Comp, nameof(ent.Comp.NextIncidentTime));
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||||||
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}
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||||||
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||||||
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public override void Update(float frameTime)
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||||||
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{
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||||||
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base.Update(frameTime);
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||||||
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||||||
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var query = EntityQueryEnumerator<NarcolepsyComponent>();
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||||||
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||||||
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while (query.MoveNext(out var uid, out var narcolepsy))
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||||||
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{
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||||||
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if (narcolepsy.NextIncidentTime > _timing.CurTime)
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||||||
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continue;
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// TODO: Replace with RandomPredicted once the engine PR is merged
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||||||
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var seed = SharedRandomExtensions.HashCodeCombine(new() { (int)_timing.CurTick.Value, GetNetEntity(uid).Id });
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||||||
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var rand = new System.Random(seed);
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||||||
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||||||
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var duration = narcolepsy.MinDurationOfIncident + (narcolepsy.MaxDurationOfIncident - narcolepsy.MinDurationOfIncident) * rand.NextDouble();
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||||||
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||||||
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// Set the new time.
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||||||
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narcolepsy.NextIncidentTime +=
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||||||
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narcolepsy.MinTimeBetweenIncidents + (narcolepsy.MaxTimeBetweenIncidents - narcolepsy.MinTimeBetweenIncidents) * rand.NextDouble() + duration;
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||||||
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DirtyField(uid, narcolepsy, nameof(narcolepsy.NextIncidentTime));
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||||||
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||||||
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_statusEffects.TryAddStatusEffectDuration(uid, SleepingSystem.StatusEffectForcedSleeping, duration);
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||||||
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}
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||||||
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}
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||||||
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}
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||||||
@@ -32,8 +32,10 @@
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|||||||
category: Disabilities
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category: Disabilities
|
||||||
components:
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components:
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||||||
- type: Narcolepsy
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- type: Narcolepsy
|
||||||
timeBetweenIncidents: 300, 600
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maxTimeBetweenIncidents: 600
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||||||
durationOfIncident: 10, 30
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minTimeBetweenIncidents: 300
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||||||
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maxDurationOfIncident: 30
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||||||
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minDurationOfIncident: 10
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||||||
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||||||
- type: trait
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- type: trait
|
||||||
id: Unrevivable
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id: Unrevivable
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||||||
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|||||||
Reference in New Issue
Block a user