# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
379 lines
14 KiB
C#
379 lines
14 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Events;
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using Content.Shared.Damage.ForceSay;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Emoting;
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using Content.Shared.Examine;
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using Content.Shared.Eye.Blinding.Systems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Pointing;
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using Content.Shared.Popups;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Slippery;
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using Content.Shared.Sound;
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using Content.Shared.Sound.Components;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.Stunnable;
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using Content.Shared.Traits.Assorted;
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using Content.Shared.Verbs;
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using Content.Shared.Zombies;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Bed.Sleep;
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public sealed partial class SleepingSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly BlindableSystem _blindableSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedEmitSoundSystem _emitSound = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffect = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly StandingStateSystem _standing = default!;
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public static readonly EntProtoId SleepActionId = "ActionSleep";
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public static readonly EntProtoId WakeActionId = "ActionWake";
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public static readonly EntProtoId StatusEffectForcedSleeping = "StatusEffectForcedSleeping";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActionsContainerComponent, SleepActionEvent>(OnBedSleepAction);
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SubscribeLocalEvent<MobStateComponent, SleepStateChangedEvent>(OnSleepStateChanged);
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SubscribeLocalEvent<MobStateComponent, WakeActionEvent>(OnWakeAction);
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SubscribeLocalEvent<MobStateComponent, SleepActionEvent>(OnSleepAction);
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SubscribeLocalEvent<SleepingComponent, DamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<SleepingComponent, EntityZombifiedEvent>(OnZombified);
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SubscribeLocalEvent<SleepingComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<SleepingComponent, ComponentInit>(OnCompInit);
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SubscribeLocalEvent<SleepingComponent, ComponentRemove>(OnComponentRemoved);
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SubscribeLocalEvent<SleepingComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<SleepingComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
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SubscribeLocalEvent<SleepingComponent, PointAttemptEvent>(OnPointAttempt);
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SubscribeLocalEvent<SleepingComponent, SlipAttemptEvent>(OnSlip);
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SubscribeLocalEvent<SleepingComponent, ConsciousAttemptEvent>(OnConsciousAttempt);
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SubscribeLocalEvent<SleepingComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<SleepingComponent, GetVerbsEvent<AlternativeVerb>>(AddWakeVerb);
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SubscribeLocalEvent<SleepingComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<SleepingComponent, StunEndAttemptEvent>(OnStunEndAttempt);
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SubscribeLocalEvent<SleepingComponent, StandUpAttemptEvent>(OnStandUpAttempt);
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SubscribeLocalEvent<ForcedSleepingStatusEffectComponent, StatusEffectAppliedEvent>(OnStatusEffectApplied);
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SubscribeLocalEvent<SleepingComponent, UnbuckleAttemptEvent>(OnUnbuckleAttempt);
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SubscribeLocalEvent<SleepingComponent, EmoteAttemptEvent>(OnEmoteAttempt);
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SubscribeLocalEvent<SleepingComponent, BeforeForceSayEvent>(OnChangeForceSay, after: new []{typeof(PainNumbnessSystem)});
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}
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private void OnUnbuckleAttempt(Entity<SleepingComponent> ent, ref UnbuckleAttemptEvent args)
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{
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// TODO is this necessary?
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// Shouldn't the interaction have already been blocked by a general interaction check?
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if (ent.Owner == args.User)
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args.Cancelled = true;
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}
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private void OnBedSleepAction(Entity<ActionsContainerComponent> ent, ref SleepActionEvent args)
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{
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TrySleeping(args.Performer);
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}
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private void OnWakeAction(Entity<MobStateComponent> ent, ref WakeActionEvent args)
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{
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if (TryWakeWithCooldown(ent.Owner))
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args.Handled = true;
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}
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private void OnSleepAction(Entity<MobStateComponent> ent, ref SleepActionEvent args)
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{
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TrySleeping((ent, ent.Comp));
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}
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private void OnRejuvenate(Entity<SleepingComponent> ent, ref RejuvenateEvent args)
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{
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// WAKE UP!!!
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RemComp<SleepingComponent>(ent);
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}
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/// <summary>
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/// when sleeping component is added or removed, we do some stuff with other components.
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/// </summary>
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private void OnSleepStateChanged(Entity<MobStateComponent> ent, ref SleepStateChangedEvent args)
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{
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if (args.FellAsleep)
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{
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// Just in case we're not using the sleeping status
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EnsureComp<StunnedComponent>(ent);
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EnsureComp<KnockedDownComponent>(ent);
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if (TryComp<SleepEmitSoundComponent>(ent, out var sleepSound))
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{
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var emitSound = EnsureComp<SpamEmitSoundComponent>(ent);
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if (HasComp<SnoringComponent>(ent))
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{
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emitSound.Sound = sleepSound.Snore;
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}
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emitSound.MinInterval = sleepSound.Interval;
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emitSound.MaxInterval = sleepSound.MaxInterval;
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emitSound.PopUp = sleepSound.PopUp;
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Dirty(ent.Owner, emitSound);
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}
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return;
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}
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_stun.TryUnstun(ent.Owner);
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_standing.Stand(ent.Owner);
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RemComp<SpamEmitSoundComponent>(ent);
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}
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private void OnCompInit(Entity<SleepingComponent> ent, ref ComponentInit args)
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{
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var ev = new SleepStateChangedEvent(true);
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RaiseLocalEvent(ent, ref ev);
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_blindableSystem.UpdateIsBlind(ent.Owner);
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_actionsSystem.AddAction(ent, ref ent.Comp.WakeAction, WakeActionId, ent);
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}
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private void OnComponentRemoved(Entity<SleepingComponent> ent, ref ComponentRemove args)
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{
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_actionsSystem.RemoveAction(ent.Owner, ent.Comp.WakeAction);
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var ev = new SleepStateChangedEvent(false);
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RaiseLocalEvent(ent, ref ev);
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_blindableSystem.UpdateIsBlind(ent.Owner);
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}
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private void OnSpeakAttempt(Entity<SleepingComponent> ent, ref SpeakAttemptEvent args)
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{
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// TODO reduce duplication of this behavior with MobStateSystem somehow
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if (HasComp<AllowNextCritSpeechComponent>(ent))
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{
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RemCompDeferred<AllowNextCritSpeechComponent>(ent);
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return;
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}
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args.Cancel();
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}
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private void OnSeeAttempt(Entity<SleepingComponent> ent, ref CanSeeAttemptEvent args)
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{
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if (ent.Comp.LifeStage <= ComponentLifeStage.Running)
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args.Cancel();
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}
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private void OnPointAttempt(Entity<SleepingComponent> ent, ref PointAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnSlip(Entity<SleepingComponent> ent, ref SlipAttemptEvent args)
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{
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args.NoSlip = true;
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}
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private void OnConsciousAttempt(Entity<SleepingComponent> ent, ref ConsciousAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnStunEndAttempt(Entity<SleepingComponent> ent, ref StunEndAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnStandUpAttempt(Entity<SleepingComponent> ent, ref StandUpAttemptEvent args)
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{
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// Shh the Urist McHands is sleeping...
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args.Cancelled = true;
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}
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private void OnExamined(Entity<SleepingComponent> ent, ref ExaminedEvent args)
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{
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if (args.IsInDetailsRange)
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{
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args.PushMarkup(Loc.GetString("sleep-examined", ("target", Identity.Entity(ent, EntityManager))));
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}
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}
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private void AddWakeVerb(Entity<SleepingComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanInteract || !args.CanAccess)
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return;
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var user = args.User;
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AlternativeVerb verb = new()
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{
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Act = () =>
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{
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TryWakeWithCooldown((ent, ent.Comp), user: user);
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},
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Text = Loc.GetString("action-name-wake"),
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Priority = 2
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};
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args.Verbs.Add(verb);
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}
|
|
|
|
/// <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)
|
|
{
|
|
// Applying state check needed so we don't add SleepingComp during
|
|
// entity reset due to the status effect getting inserted
|
|
if (!_gameTiming.ApplyingState)
|
|
TrySleeping(args.Target);
|
|
}
|
|
|
|
/// <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 && _statusEffect.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);
|
|
}
|
|
|
|
return RemComp<SleepingComponent>(ent);
|
|
}
|
|
|
|
/// <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);
|