Files
tbd-station-14/Content.Shared/Bed/Sleep/SleepingSystem.cs
Red 78a94730be 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>
2025-06-25 07:41:35 -04:00

357 lines
13 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Buckle.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Events;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Emoting;
using Content.Shared.Examine;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Pointing;
using Content.Shared.Popups;
using Content.Shared.Slippery;
using Content.Shared.Sound;
using Content.Shared.Sound.Components;
using Content.Shared.Speech;
using Content.Shared.StatusEffect;
using Content.Shared.StatusEffectNew;
using Content.Shared.Stunnable;
using Content.Shared.Traits.Assorted;
using Content.Shared.Verbs;
using Content.Shared.Zombies;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Bed.Sleep;
public sealed partial class SleepingSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedEmitSoundSystem _emitSound = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectOld = default!;
[Dependency] private readonly SharedStatusEffectsSystem _statusEffectNew = default!;
public static readonly EntProtoId SleepActionId = "ActionSleep";
public static readonly EntProtoId WakeActionId = "ActionWake";
public static readonly EntProtoId StatusEffectForcedSleeping = "StatusEffectForcedSleeping";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActionsContainerComponent, SleepActionEvent>(OnBedSleepAction);
SubscribeLocalEvent<MobStateComponent, SleepStateChangedEvent>(OnSleepStateChanged);
SubscribeLocalEvent<MobStateComponent, WakeActionEvent>(OnWakeAction);
SubscribeLocalEvent<MobStateComponent, SleepActionEvent>(OnSleepAction);
SubscribeLocalEvent<SleepingComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<SleepingComponent, EntityZombifiedEvent>(OnZombified);
SubscribeLocalEvent<SleepingComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<SleepingComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SleepingComponent, SpeakAttemptEvent>(OnSpeakAttempt);
SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
SubscribeLocalEvent<SleepingComponent, PointAttemptEvent>(OnPointAttempt);
SubscribeLocalEvent<SleepingComponent, SlipAttemptEvent>(OnSlip);
SubscribeLocalEvent<SleepingComponent, ConsciousAttemptEvent>(OnConsciousAttempt);
SubscribeLocalEvent<SleepingComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<SleepingComponent, GetVerbsEvent<AlternativeVerb>>(AddWakeVerb);
SubscribeLocalEvent<SleepingComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<ForcedSleepingStatusEffectComponent, StatusEffectAppliedEvent>(OnStatusEffectApplied);
SubscribeLocalEvent<SleepingComponent, UnbuckleAttemptEvent>(OnUnbuckleAttempt);
SubscribeLocalEvent<SleepingComponent, EmoteAttemptEvent>(OnEmoteAttempt);
SubscribeLocalEvent<SleepingComponent, BeforeForceSayEvent>(OnChangeForceSay, after: new []{typeof(PainNumbnessSystem)});
}
private void OnUnbuckleAttempt(Entity<SleepingComponent> ent, ref UnbuckleAttemptEvent args)
{
// TODO is this necessary?
// Shouldn't the interaction have already been blocked by a general interaction check?
if (ent.Owner == args.User)
args.Cancelled = true;
}
private void OnBedSleepAction(Entity<ActionsContainerComponent> ent, ref SleepActionEvent args)
{
TrySleeping(args.Performer);
}
private void OnWakeAction(Entity<MobStateComponent> ent, ref WakeActionEvent args)
{
if (TryWakeWithCooldown(ent.Owner))
args.Handled = true;
}
private void OnSleepAction(Entity<MobStateComponent> ent, ref SleepActionEvent args)
{
TrySleeping((ent, ent.Comp));
}
/// <summary>
/// when sleeping component is added or removed, we do some stuff with other components.
/// </summary>
private void OnSleepStateChanged(Entity<MobStateComponent> ent, ref SleepStateChangedEvent args)
{
if (args.FellAsleep)
{
// Expiring status effects would remove the components needed for sleeping
_statusEffectOld.TryRemoveStatusEffect(ent.Owner, "Stun");
_statusEffectOld.TryRemoveStatusEffect(ent.Owner, "KnockedDown");
EnsureComp<StunnedComponent>(ent);
EnsureComp<KnockedDownComponent>(ent);
if (TryComp<SleepEmitSoundComponent>(ent, out var sleepSound))
{
var emitSound = EnsureComp<SpamEmitSoundComponent>(ent);
if (HasComp<SnoringComponent>(ent))
{
emitSound.Sound = sleepSound.Snore;
}
emitSound.MinInterval = sleepSound.Interval;
emitSound.MaxInterval = sleepSound.MaxInterval;
emitSound.PopUp = sleepSound.PopUp;
Dirty(ent.Owner, emitSound);
}
return;
}
RemComp<StunnedComponent>(ent);
RemComp<KnockedDownComponent>(ent);
RemComp<SpamEmitSoundComponent>(ent);
}
private void OnMapInit(Entity<SleepingComponent> ent, ref MapInitEvent args)
{
var ev = new SleepStateChangedEvent(true);
RaiseLocalEvent(ent, ref ev);
_blindableSystem.UpdateIsBlind(ent.Owner);
_actionsSystem.AddAction(ent, ref ent.Comp.WakeAction, WakeActionId, ent);
}
private void OnSpeakAttempt(Entity<SleepingComponent> ent, ref SpeakAttemptEvent args)
{
// TODO reduce duplication of this behavior with MobStateSystem somehow
if (HasComp<AllowNextCritSpeechComponent>(ent))
{
RemCompDeferred<AllowNextCritSpeechComponent>(ent);
return;
}
args.Cancel();
}
private void OnSeeAttempt(Entity<SleepingComponent> ent, ref CanSeeAttemptEvent args)
{
if (ent.Comp.LifeStage <= ComponentLifeStage.Running)
args.Cancel();
}
private void OnPointAttempt(Entity<SleepingComponent> ent, ref PointAttemptEvent args)
{
args.Cancel();
}
private void OnSlip(Entity<SleepingComponent> ent, ref SlipAttemptEvent args)
{
args.NoSlip = true;
}
private void OnConsciousAttempt(Entity<SleepingComponent> ent, ref ConsciousAttemptEvent args)
{
args.Cancelled = true;
}
private void OnExamined(Entity<SleepingComponent> ent, ref ExaminedEvent args)
{
if (args.IsInDetailsRange)
{
args.PushMarkup(Loc.GetString("sleep-examined", ("target", Identity.Entity(ent, EntityManager))));
}
}
private void AddWakeVerb(Entity<SleepingComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanInteract || !args.CanAccess)
return;
var target = args.Target;
var user = args.User;
AlternativeVerb verb = new()
{
Act = () =>
{
TryWakeWithCooldown((ent, ent.Comp), user: user);
},
Text = Loc.GetString("action-name-wake"),
Priority = 2
};
args.Verbs.Add(verb);
}
/// <summary>
/// When you click on a sleeping person with an empty hand, try to wake them.
/// </summary>
private void OnInteractHand(Entity<SleepingComponent> ent, ref InteractHandEvent args)
{
args.Handled = true;
TryWakeWithCooldown((ent, ent.Comp), args.User);
}
/// <summary>
/// Wake up on taking an instance of damage at least the value of WakeThreshold.
/// </summary>
private void OnDamageChanged(Entity<SleepingComponent> ent, ref DamageChangedEvent args)
{
if (!args.DamageIncreased || args.DamageDelta == null)
return;
if (args.DamageDelta.GetTotal() >= ent.Comp.WakeThreshold)
TryWaking((ent, ent.Comp));
}
/// <summary>
/// Wake up on being zombified.
/// In some cases, zombification might theoretically occur without a mob state change or being damaged
/// </summary>
/// //TODO Perhaps a generic component should be introduced that guarantees that a mob will wake up immediately and can't go to sleep again
private void OnZombified(Entity<SleepingComponent> ent, ref EntityZombifiedEvent args)
{
TryWaking((ent, ent.Comp), true);
}
/// <summary>
/// In crit, we wake up if we are not being forced to sleep.
/// And, you can't sleep when dead...
/// </summary>
private void OnMobStateChanged(Entity<SleepingComponent> ent, ref MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Dead)
{
RemComp<SpamEmitSoundComponent>(ent);
RemComp<SleepingComponent>(ent);
return;
}
if (TryComp<SpamEmitSoundComponent>(ent, out var spam))
_emitSound.SetEnabled((ent, spam), args.NewMobState == MobState.Alive);
}
private void OnStatusEffectApplied(Entity<ForcedSleepingStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
{
TrySleeping(args.Target);
}
private void Wake(Entity<SleepingComponent> ent)
{
RemComp<SleepingComponent>(ent);
_actionsSystem.RemoveAction(ent.Owner, ent.Comp.WakeAction);
var ev = new SleepStateChangedEvent(false);
RaiseLocalEvent(ent, ref ev);
_blindableSystem.UpdateIsBlind(ent.Owner);
}
/// <summary>
/// Try sleeping. Only mobs can sleep.
/// </summary>
public bool TrySleeping(Entity<MobStateComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, logMissing: false))
return false;
var tryingToSleepEvent = new TryingToSleepEvent(ent);
RaiseLocalEvent(ent, ref tryingToSleepEvent);
if (tryingToSleepEvent.Cancelled)
return false;
EnsureComp<SleepingComponent>(ent);
return true;
}
/// <summary>
/// Tries to wake up <paramref name="ent"/>, with a cooldown between attempts to prevent spam.
/// </summary>
public bool TryWakeWithCooldown(Entity<SleepingComponent?> ent, EntityUid? user = null)
{
if (!Resolve(ent, ref ent.Comp, false))
return false;
var curTime = _gameTiming.CurTime;
if (curTime < ent.Comp.CooldownEnd)
return false;
ent.Comp.CooldownEnd = curTime + ent.Comp.Cooldown;
Dirty(ent, ent.Comp);
return TryWaking(ent, user: user);
}
/// <summary>
/// Try to wake up <paramref name="ent"/>.
/// </summary>
public bool TryWaking(Entity<SleepingComponent?> ent, bool force = false, EntityUid? user = null)
{
if (!Resolve(ent, ref ent.Comp, false))
return false;
if (!force && _statusEffectNew.HasEffectComp<ForcedSleepingStatusEffectComponent>(ent))
{
if (user != null)
{
_audio.PlayPredicted(ent.Comp.WakeAttemptSound, ent, user);
_popupSystem.PopupClient(Loc.GetString("wake-other-failure", ("target", Identity.Entity(ent, EntityManager))), ent, user, PopupType.SmallCaution);
}
return false;
}
if (user != null)
{
_audio.PlayPredicted(ent.Comp.WakeAttemptSound, ent, user);
_popupSystem.PopupClient(Loc.GetString("wake-other-success", ("target", Identity.Entity(ent, EntityManager))), ent, user);
}
Wake((ent, ent.Comp));
return true;
}
/// <summary>
/// Prevents the use of emote actions while sleeping
/// </summary>
public void OnEmoteAttempt(Entity<SleepingComponent> ent, ref EmoteAttemptEvent args)
{
args.Cancel();
}
private void OnChangeForceSay(Entity<SleepingComponent> ent, ref BeforeForceSayEvent args)
{
args.Prefix = ent.Comp.ForceSaySleepDataset;
}
}
public sealed partial class SleepActionEvent : InstantActionEvent;
public sealed partial class WakeActionEvent : InstantActionEvent;
/// <summary>
/// Raised on an entity when they fall asleep or wake up.
/// </summary>
[ByRefEvent]
public record struct SleepStateChangedEvent(bool FellAsleep);