157 lines
5.5 KiB
C#
157 lines
5.5 KiB
C#
using Content.Shared._DV.CCVars; // DeltaV - SSD Recency
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using Content.Shared._DV.Mind; // DeltaV - SSD Recency
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using Content.Shared.CCVar;
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using Content.Shared.Examine; // DeltaV - SSD Recency
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using Content.Shared.Mobs.Systems; // DeltaV - SSD Recency
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using Content.Shared.Mind.Components; // DeltaV - SSD Recency
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using Content.Shared.StatusEffectNew;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.SSDIndicator;
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/// <summary>
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/// Handle changing player SSD indicator status
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/// </summary>
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public sealed class SSDIndicatorSystem : EntitySystem
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{
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public static readonly EntProtoId StatusEffectSSDSleeping = "StatusEffectSSDSleeping";
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!; // DeltaV - SSD Recency
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private bool _icSsdSleep;
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private float _icSsdSleepTime;
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private TimeSpan _cryoableSsdSeconds; // DeltaV - SSD Recency
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private TimeSpan _recentSsdSeconds; // DeltaV - SSD Recency
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public override void Initialize()
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{
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SubscribeLocalEvent<SSDIndicatorComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<SSDIndicatorComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<SSDIndicatorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SSDIndicatorComponent, MindStateUpdatedEvent>(OnMindStateUpdated); // DeltaV - SSD Recency
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_cfg.OnValueChanged(CCVars.ICSSDSleep, obj => _icSsdSleep = obj, true);
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_cfg.OnValueChanged(CCVars.ICSSDSleepTime, obj => _icSsdSleepTime = obj, true);
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_cfg.OnValueChanged(DCCVars.SsdIndicatorCryoableAfterSeconds, obj => _cryoableSsdSeconds = TimeSpan.FromSeconds(obj), true); // DeltaV - SSD Recency
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_cfg.OnValueChanged(DCCVars.SsdIndicatorRecentAfterSeconds, obj => _recentSsdSeconds = TimeSpan.FromSeconds(obj), true); // DeltaV - SSD Recency
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SubscribeLocalEvent<SSDIndicatorComponent, ExaminedEvent>(OnExamine); // DeltaV - SSD Recency
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}
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// DeltaV - SSD Recency START
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private void OnExamine(Entity<SSDIndicatorComponent> ent, ref ExaminedEvent args)
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{
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if (ent.Comp.SsdSince is not { } ssdSince)
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return;
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if (_mobState.IsDead(ent))
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return;
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using (args.PushGroup(nameof(SSDIndicatorComponent)))
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{
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var timestamp = (_timing.CurTime - ssdSince).ToString("%hh':'mm':'ss");
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args.PushMarkup(Loc.GetString("ssd-examine-duration", ("time", timestamp)));
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args.PushMarkup(Loc.GetString($"ssd-examine-{GetStage(ent).ToString().ToLower()}"));
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}
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}
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public SsdStage GetStage(Entity<SSDIndicatorComponent> ent)
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{
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var curTime = _timing.CurTime;
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if (ent.Comp.SsdSince + _recentSsdSeconds >= curTime)
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{
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return SsdStage.VeryRecent;
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}
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if (ent.Comp.SsdSince + _cryoableSsdSeconds >= curTime)
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{
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return SsdStage.Recent;
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}
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return SsdStage.Cryoable;
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}
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public void OnMindStateUpdated(Entity<SSDIndicatorComponent> ent, ref MindStateUpdatedEvent args)
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{
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if (args.State is MindState.SSD or MindState.DeadSSD) {
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if (ent.Comp.SsdSince is null)
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ent.Comp.SsdSince = _timing.CurTime;
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}
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else
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ent.Comp.SsdSince = null;
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Dirty(ent, ent.Comp);
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}
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// DeltaV END
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private void OnPlayerAttached(EntityUid uid, SSDIndicatorComponent component, PlayerAttachedEvent args)
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{
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component.IsSSD = false;
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// Removes force sleep and resets the time to zero
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if (_icSsdSleep)
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{
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component.FallAsleepTime = TimeSpan.Zero;
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_statusEffects.TryRemoveStatusEffect(uid, StatusEffectSSDSleeping);
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}
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Dirty(uid, component);
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}
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private void OnPlayerDetached(EntityUid uid, SSDIndicatorComponent component, PlayerDetachedEvent args)
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{
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component.IsSSD = true;
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// Sets the time when the entity should fall asleep
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if (_icSsdSleep)
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{
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component.FallAsleepTime = _timing.CurTime + TimeSpan.FromSeconds(_icSsdSleepTime);
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}
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Dirty(uid, component);
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}
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// Prevents mapped mobs to go to sleep immediately
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private void OnMapInit(EntityUid uid, SSDIndicatorComponent component, MapInitEvent args)
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{
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if (!_icSsdSleep || !component.IsSSD)
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return;
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component.FallAsleepTime = _timing.CurTime + TimeSpan.FromSeconds(_icSsdSleepTime);
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component.NextUpdate = _timing.CurTime + component.UpdateInterval;
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Dirty(uid, component);
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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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if (!_icSsdSleep)
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return;
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var curTime = _timing.CurTime;
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var query = EntityQueryEnumerator<SSDIndicatorComponent>();
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while (query.MoveNext(out var uid, out var ssd))
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{
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// Forces the entity to sleep when the time has come
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if (!ssd.IsSSD
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|| ssd.NextUpdate > curTime
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|| ssd.FallAsleepTime > curTime
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|| TerminatingOrDeleted(uid))
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continue;
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_statusEffects.TryUpdateStatusEffectDuration(uid, StatusEffectSSDSleeping);
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ssd.NextUpdate += ssd.UpdateInterval;
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Dirty(uid, ssd);
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}
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}
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}
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