* 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>
54 lines
2.1 KiB
C#
54 lines
2.1 KiB
C#
using Content.Server.StatusEffectNew;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Drowsiness;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Drowsiness;
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public sealed class DrowsinessSystem : SharedDrowsinessSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectAppliedEvent>(OnEffectApplied);
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}
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private void OnEffectApplied(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
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{
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ent.Comp.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(ent.Comp.TimeBetweenIncidents.X, ent.Comp.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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var query = EntityQueryEnumerator<DrowsinessStatusEffectComponent, StatusEffectComponent>();
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while (query.MoveNext(out var uid, out var drowsiness, out var statusEffect))
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{
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if (_timing.CurTime < drowsiness.NextIncidentTime)
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continue;
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if (statusEffect.AppliedTo is null)
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continue;
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// Set the new time.
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drowsiness.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(drowsiness.TimeBetweenIncidents.X, drowsiness.TimeBetweenIncidents.Y));
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// sleep duration
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var duration = TimeSpan.FromSeconds(_random.NextFloat(drowsiness.DurationOfIncident.X, drowsiness.DurationOfIncident.Y));
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// Make sure the sleep time doesn't cut into the time to next incident.
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drowsiness.NextIncidentTime += duration;
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_statusEffects.TryAddStatusEffect(statusEffect.AppliedTo.Value, SleepingSystem.StatusEffectForcedSleeping, duration);
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}
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}
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}
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