Files
tbd-station-14/Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
takemysoult 97b390d35f up stimulants (no sleep) (#25886)
* up stimulants (no sleep)

* Update SharedSleepingSystem.cs
2024-03-30 00:52:27 -06:00

93 lines
3.3 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Bed.Sleep;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Eye.Blinding.Systems;
using Content.Shared.Pointing;
using Content.Shared.Speech;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.Bed.Sleep
{
public abstract class SharedSleepingSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
[ValidatePrototypeId<EntityPrototype>] private const string WakeActionId = "ActionWake";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SleepingComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SleepingComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<SleepingComponent, SpeakAttemptEvent>(OnSpeakAttempt);
SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
SubscribeLocalEvent<SleepingComponent, PointAttemptEvent>(OnPointAttempt);
}
private void OnMapInit(EntityUid uid, SleepingComponent component, MapInitEvent args)
{
var ev = new SleepStateChangedEvent(true);
RaiseLocalEvent(uid, ev);
_blindableSystem.UpdateIsBlind(uid);
_actionsSystem.AddAction(uid, ref component.WakeAction, WakeActionId, uid);
// TODO remove hardcoded time.
_actionsSystem.SetCooldown(component.WakeAction, _gameTiming.CurTime, _gameTiming.CurTime + TimeSpan.FromSeconds(2f));
}
private void OnShutdown(EntityUid uid, SleepingComponent component, ComponentShutdown args)
{
_actionsSystem.RemoveAction(uid, component.WakeAction);
var ev = new SleepStateChangedEvent(false);
RaiseLocalEvent(uid, ev);
_blindableSystem.UpdateIsBlind(uid);
}
private void OnSpeakAttempt(EntityUid uid, SleepingComponent component, SpeakAttemptEvent args)
{
// TODO reduce duplication of this behavior with MobStateSystem somehow
if (HasComp<AllowNextCritSpeechComponent>(uid))
{
RemCompDeferred<AllowNextCritSpeechComponent>(uid);
return;
}
args.Cancel();
}
private void OnSeeAttempt(EntityUid uid, SleepingComponent component, CanSeeAttemptEvent args)
{
if (component.LifeStage <= ComponentLifeStage.Running)
args.Cancel();
}
private void OnPointAttempt(EntityUid uid, SleepingComponent component, PointAttemptEvent args)
{
args.Cancel();
}
}
}
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>
public sealed class SleepStateChangedEvent : EntityEventArgs
{
public bool FellAsleep = false;
public SleepStateChangedEvent(bool fellAsleep)
{
FellAsleep = fellAsleep;
}
}