* init * мать масштаба тарабанил * fix * upd * upd * upd * upd * upd * console spam fix * hohohohohohohooooonkeeeeeeeeeeeeeerrrrrrrrrrrsssssssss........ * fix * fix * upd * upd * some fixes * fix * upd * upd translation for steal obj * teg translate * upd * fix locale + add advertisements * translate configurator * Fully translate * upd * Я манал это переводить, позже переведу * upd en-US * fix Linter * upd * fix * upd * fix * fix * fix * Возврат ПНТ * remove agent non silent equipment * add acid to uplink * carrySystem new popups * fix * fix * fix disease locale * add Disease Guide * upd locale * upd * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit 4130d241fc47fb80924c0dd3b9c9a2db85af8a25, reversing changes made to 30abf7341ecce404f61f64e2000ad327964fcb00. * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit 4e5a50d21c29be8482f31e49db253b1ed17a0ae4, reversing changes made to 449cd7bfd50f29eb653e68ba60e3f0b9310f0443. * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit a4679665ef441d4b63a92dc3c4e217e2cdedbc16, reversing changes made to a80ef96cfbbc3cc737045e41a2f063a0910bf1ce. * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit 94f585756bb27d10a1be7fab1f340d79b7c0a213, reversing changes made to 906d18a3f66eaed73f3a894d70971872904fad4e. * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit d0a7c6436ba5c175b0e00d69f495ba51f9aac645, reversing changes made to e7933332274b336af1fc2a960264bc546c95d208. # Conflicts: # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Roles/Jobs/departments.yml * fix * upd * upd * Reapply "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit 042a3f112bbc32a622108475ac28081eb0bbbf9f. # Conflicts: # Content.Server/Dragon/DragonRiftSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Spawners/EntitySystems/ContainerSpawnPointSystem.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Server/_Sunrise/NPCSleep/NPCSleepSystem.cs # Resources/Changelog/Changelog.yml # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Catalog/VendingMachines/Inventories/secdrobe.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Stations/base.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Maps/box.yml # Resources/Prototypes/Maps/core.yml # Resources/Prototypes/Maps/fland.yml # Resources/Prototypes/Maps/marathon.yml # Resources/Prototypes/Maps/meta.yml # Resources/Prototypes/Maps/packed.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Store/categories.yml # Resources/ServerInfo/Guidebook/Engineering/PortableGenerator.xml # Resources/ServerInfo/Guidebook/Security/Defusal.xml # Resources/ServerInfo/Guidebook/Security/Forensics.xml # Resources/migration.yml * Reapply "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit 2860e1d217a71be0c29684e020b2278c3f08685f. # Conflicts: # Resources/Changelog/Changelog.yml * Reapply "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit 0dc7ea17e23d844ce93118db7812b844e36dda4f. # Conflicts: # Resources/Changelog/Changelog.yml # Resources/Prototypes/Hydroponics/randomMutations.yml * Reapply "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit 439926b3c60e95cc2e701d84a032b17471a7c18e. * Reapply "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into misc" This reverts commit 14160ab99909bf6b6f996f415d9dcfd5d4addbba. # Conflicts: # Resources/Changelog/Changelog.yml * fix * upd * upd uplink * upd * fix linter
324 lines
11 KiB
C#
324 lines
11 KiB
C#
using Content.Shared.Actions;
|
|
using Content.Shared.Buckle.Components;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Damage.ForceSay;
|
|
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.Stunnable;
|
|
using Content.Shared.Verbs;
|
|
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 _statusEffectsSystem = default!;
|
|
|
|
public static readonly EntProtoId SleepActionId = "ActionSleep";
|
|
public static readonly EntProtoId WakeActionId = "ActionWake";
|
|
|
|
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, 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<ForcedSleepingComponent, ComponentInit>(OnInit);
|
|
SubscribeLocalEvent<SleepingComponent, UnbuckleAttemptEvent>(OnUnbuckleAttempt);
|
|
}
|
|
|
|
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
|
|
_statusEffectsSystem.TryRemoveStatusEffect(ent.Owner, "Stun");
|
|
_statusEffectsSystem.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);
|
|
|
|
// TODO remove hardcoded time.
|
|
_actionsSystem.SetCooldown(ent.Comp.WakeAction, _gameTiming.CurTime, _gameTiming.CurTime + TimeSpan.FromSeconds(2f));
|
|
}
|
|
|
|
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>
|
|
/// 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 OnInit(Entity<ForcedSleepingComponent> ent, ref ComponentInit args)
|
|
{
|
|
TrySleeping(ent.Owner);
|
|
}
|
|
|
|
private void Wake(Entity<SleepingComponent> ent)
|
|
{
|
|
RemComp<SleepingComponent>(ent);
|
|
_actionsSystem.RemoveAction(ent, 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 && HasComp<ForcedSleepingComponent>(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;
|
|
}
|
|
}
|
|
|
|
|
|
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);
|