Files
tbd-station-14/Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
Krunklehorn d01d75073c Travelling pointing arrows, brains can no longer point (#24864)
* Decoupled from gravity, constant animation time, manual networking, cubic interpolation

* Reduced overshoot

* Implemented PointAttemptEvent, reacts with mobstate & sleeping

* Brains can no longer point, PBs must be inside a chassis

* Removed chassis check, made callback more obvious
2024-02-03 19:09:20 +11:00

100 lines
3.6 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 INetManager _net = 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);
SubscribeLocalEvent<SleepingComponent, EntityUnpausedEvent>(OnSleepUnpaused);
}
private void OnSleepUnpaused(EntityUid uid, SleepingComponent component, ref EntityUnpausedEvent args)
{
component.CoolDownEnd += args.PausedTime;
Dirty(uid, component);
}
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(15));
}
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;
}
}