* start work * blindness actually works now * doc * doc you too. * i desire to sneeze my lungs out * no punchie * s Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
54 lines
1.9 KiB
C#
54 lines
1.9 KiB
C#
using Content.Shared.Bed.Sleep;
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using Content.Shared.StatusEffect;
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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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private const string StatusEffectKey = "ForcedSleep"; // Same one used by N2O and other sleep chems.
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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 override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var narcolepsy in EntityQuery<NarcolepsyComponent>())
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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.TryAddStatusEffect<ForcedSleepingComponent>(narcolepsy.Owner, StatusEffectKey,
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TimeSpan.FromSeconds(duration), false);
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}
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}
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}
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