* disease * eula * disease 2 * why * fix * фикс рси и локализаций * update * Revert "update" This reverts commit ac33a3a1124175a87b82a72ed49f228e8c6c8aa6. * фикс работоспособности, опять * никакого лигуба, только санрайз * санрайзотизация прототипов, спавн болезни * ещё всякая хрень * фуу статистика в конце раунда --------- Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
86 lines
3 KiB
C#
86 lines
3 KiB
C#
using System.Numerics;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Random;
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using System.Numerics;
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This handles narcolepsy, causing the affected to fall asleep uncontrollably at a random interval.
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/// </summary>
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public sealed class NarcolepsySystem : EntitySystem
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{
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[ValidatePrototypeId<StatusEffectPrototype>]
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private const string StatusEffectKey = "ForcedSleep"; // Same one used by N2O and other sleep chems.
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<NarcolepsyComponent, ComponentStartup>(SetupNarcolepsy);
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}
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private void SetupNarcolepsy(EntityUid uid, NarcolepsyComponent component, ComponentStartup args)
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{
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component.NextIncidentTime =
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_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y);
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}
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public void AdjustNarcolepsyTimer(EntityUid uid, int TimerReset, NarcolepsyComponent? narcolepsy = null)
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{
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if (!Resolve(uid, ref narcolepsy, false))
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return;
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narcolepsy.NextIncidentTime = TimerReset;
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}
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public void SetNarcolepsy(EntityUid uid, Vector2 timeBetweenIncidents, Vector2 durationOfIncident, NarcolepsyComponent? narcolepsy = null)
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{
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if (!Resolve(uid, ref narcolepsy, false))
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return;
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narcolepsy.DurationOfIncident = durationOfIncident;
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narcolepsy.TimeBetweenIncidents = timeBetweenIncidents;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<NarcolepsyComponent>();
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while (query.MoveNext(out var uid, out var narcolepsy))
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{
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narcolepsy.NextIncidentTime -= frameTime;
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if (narcolepsy.NextIncidentTime >= 0)
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continue;
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// Set the new time.
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narcolepsy.NextIncidentTime +=
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_random.NextFloat(narcolepsy.TimeBetweenIncidents.X, narcolepsy.TimeBetweenIncidents.Y);
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var duration = _random.NextFloat(narcolepsy.DurationOfIncident.X, narcolepsy.DurationOfIncident.Y);
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// Make sure the sleep time doesn't cut into the time to next incident.
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narcolepsy.NextIncidentTime += duration;
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_statusEffects.TryAddStatusEffect<ForcedSleepingComponent>(uid, StatusEffectKey,
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TimeSpan.FromSeconds(duration), false);
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}
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}
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// Sunrise-Start
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public void SetTime(EntityUid uid, Vector2 timeBetween, Vector2 duration, NarcolepsyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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{
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return;
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}
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component.TimeBetweenIncidents = timeBetween;
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component.DurationOfIncident = duration;
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Dirty(uid, component);
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}
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// Sunrise-End
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}
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