Delta-v/Content.Shared/SSDIndicator/SSDIndicatorSystem.cs

157 lines
5.5 KiB
C#

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