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* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
377 lines
14 KiB
C#
377 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.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 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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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); # DeltaV - Reverted "Block emotes for sleeping" (upstream PR #32779)
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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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_stun.TryStanding(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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}
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/// <summary>
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/// When you click on a sleeping person with an empty hand, try to wake them.
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/// </summary>
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private void OnInteractHand(Entity<SleepingComponent> ent, ref InteractHandEvent args)
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{
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args.Handled = true;
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TryWakeWithCooldown((ent, ent.Comp), args.User);
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}
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/// <summary>
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/// Wake up on taking an instance of damage at least the value of WakeThreshold.
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/// </summary>
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private void OnDamageChanged(Entity<SleepingComponent> ent, ref DamageChangedEvent args)
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{
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if (!args.DamageIncreased || args.DamageDelta == null)
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return;
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if (args.DamageDelta.GetTotal() >= ent.Comp.WakeThreshold)
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TryWaking((ent, ent.Comp));
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}
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/// <summary>
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/// Wake up on being zombified.
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/// In some cases, zombification might theoretically occur without a mob state change or being damaged
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/// </summary>
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/// //TODO Perhaps a generic component should be introduced that guarantees that a mob will wake up immediately and can't go to sleep again
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private void OnZombified(Entity<SleepingComponent> ent, ref EntityZombifiedEvent args)
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{
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TryWaking((ent, ent.Comp), true);
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}
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/// <summary>
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/// In crit, we wake up if we are not being forced to sleep.
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/// And, you can't sleep when dead...
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/// </summary>
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private void OnMobStateChanged(Entity<SleepingComponent> ent, ref MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Dead)
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{
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RemComp<SpamEmitSoundComponent>(ent);
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RemComp<SleepingComponent>(ent);
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return;
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}
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if (TryComp<SpamEmitSoundComponent>(ent, out var spam))
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_emitSound.SetEnabled((ent, spam), args.NewMobState == MobState.Alive);
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}
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private void OnStatusEffectApplied(Entity<ForcedSleepingStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
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{
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// Applying state check needed so we don't add SleepingComp during
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// entity reset due to the status effect getting inserted
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if (!_gameTiming.ApplyingState)
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TrySleeping(args.Target);
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}
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/// <summary>
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/// Try sleeping. Only mobs can sleep.
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/// </summary>
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public bool TrySleeping(Entity<MobStateComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, logMissing: false))
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return false;
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var tryingToSleepEvent = new TryingToSleepEvent(ent);
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RaiseLocalEvent(ent, ref tryingToSleepEvent);
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if (tryingToSleepEvent.Cancelled)
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return false;
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EnsureComp<SleepingComponent>(ent);
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return true;
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}
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/// <summary>
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/// Tries to wake up <paramref name="ent"/>, with a cooldown between attempts to prevent spam.
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/// </summary>
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public bool TryWakeWithCooldown(Entity<SleepingComponent?> ent, EntityUid? user = null)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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var curTime = _gameTiming.CurTime;
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if (curTime < ent.Comp.CooldownEnd)
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return false;
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ent.Comp.CooldownEnd = curTime + ent.Comp.Cooldown;
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Dirty(ent, ent.Comp);
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return TryWaking(ent, user: user);
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}
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/// <summary>
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/// Try to wake up <paramref name="ent"/>.
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/// </summary>
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public bool TryWaking(Entity<SleepingComponent?> ent, bool force = false, EntityUid? user = null)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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if (!force && _statusEffect.HasEffectComp<ForcedSleepingStatusEffectComponent>(ent))
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{
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if (user != null)
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{
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_audio.PlayPredicted(ent.Comp.WakeAttemptSound, ent, user);
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_popupSystem.PopupClient(Loc.GetString("wake-other-failure", ("target", Identity.Entity(ent, EntityManager))), ent, user, PopupType.SmallCaution);
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}
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return false;
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}
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if (user != null)
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{
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_audio.PlayPredicted(ent.Comp.WakeAttemptSound, ent, user);
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_popupSystem.PopupClient(Loc.GetString("wake-other-success", ("target", Identity.Entity(ent, EntityManager))), ent, user);
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}
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return RemComp<SleepingComponent>(ent);
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}
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/// <summary>
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/// Prevents the use of emote actions while sleeping
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/// </summary>
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public void OnEmoteAttempt(Entity<SleepingComponent> ent, ref EmoteAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnChangeForceSay(Entity<SleepingComponent> ent, ref BeforeForceSayEvent args)
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{
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args.Prefix = ent.Comp.ForceSaySleepDataset;
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}
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}
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public sealed partial class SleepActionEvent : InstantActionEvent;
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public sealed partial class WakeActionEvent : InstantActionEvent;
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/// <summary>
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/// Raised on an entity when they fall asleep or wake up.
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/// </summary>
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[ByRefEvent]
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public record struct SleepStateChangedEvent(bool FellAsleep);
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