Mass hallucinations event (#17321)
* paracusia component auto comp state * it works * rule component config
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind.Components;
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using Content.Server.StationEvents.Components;
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using Content.Server.Traits.Assorted;
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using Content.Shared.Traits.Assorted;
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namespace Content.Server.StationEvents.Events;
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public sealed class MassHallucinationsRule : StationEventSystem<MassHallucinationsRuleComponent>
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{
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[Dependency] private readonly ParacusiaSystem _paracusia = default!;
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protected override void Started(EntityUid uid, MassHallucinationsRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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var query = EntityQueryEnumerator<MindComponent>();
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while (query.MoveNext(out var ent, out _))
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{
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if (!HasComp<ParacusiaComponent>(ent))
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{
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EnsureComp<MassHallucinationsComponent>(ent);
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var paracusia = EnsureComp<ParacusiaComponent>(ent);
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_paracusia.SetSounds(ent, component.Sounds, paracusia);
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_paracusia.SetTime(ent, component.MinTimeBetweenIncidents, component.MaxTimeBetweenIncidents, paracusia);
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_paracusia.SetDistance(ent, component.MaxSoundDistance);
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}
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}
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}
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protected override void Ended(EntityUid uid, MassHallucinationsRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
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{
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base.Ended(uid, component, gameRule, args);
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var query = EntityQueryEnumerator<MassHallucinationsComponent>();
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while (query.MoveNext(out var ent, out _))
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{
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RemComp<ParacusiaComponent>(ent);
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}
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}
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}
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