Mass hallucinations event (#17321)

* paracusia component auto comp state

* it works

* rule component config
This commit is contained in:
Slava0135
2023-06-15 09:45:50 +03:00
committed by GitHub
parent d0195fe2b5
commit 34bdb773f9
7 changed files with 130 additions and 47 deletions

View File

@@ -1,7 +1,5 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using System;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Traits.Assorted;
@@ -10,31 +8,36 @@ namespace Content.Shared.Traits.Assorted;
/// This component is used for paracusia, which causes auditory hallucinations.
/// </summary>
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
[Access(typeof(SharedParacusiaSystem))]
public sealed class ParacusiaComponent : Component
public sealed partial class ParacusiaComponent : Component
{
/// <summary>
/// The maximum time between incidents in seconds
/// </summary>
[DataField("maxTimeBetweenIncidents", required: true), ViewVariables(VVAccess.ReadWrite)]
public float MaxTimeBetweenIncidents = 30f;
[AutoNetworkedField]
public float MaxTimeBetweenIncidents = 60f;
/// <summary>
/// The minimum time between incidents in seconds
/// </summary>
[DataField("minTimeBetweenIncidents", required: true), ViewVariables(VVAccess.ReadWrite)]
public float MinTimeBetweenIncidents = 60f;
[AutoNetworkedField]
public float MinTimeBetweenIncidents = 30f;
/// <summary>
/// How far away at most can the sound be?
/// </summary>
[DataField("maxSoundDistance", required: true), ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float MaxSoundDistance;
/// <summary>
/// The sounds to choose from
/// </summary>
[DataField("sounds", required: true)]
[AutoNetworkedField]
public SoundSpecifier Sounds = default!;
[DataField("timeBetweenIncidents", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
@@ -42,20 +45,3 @@ public sealed class ParacusiaComponent : Component
public IPlayingAudioStream? Stream;
}
[Serializable, NetSerializable]
public sealed class ParacusiaComponentState : ComponentState
{
public readonly float MaxTimeBetweenIncidents;
public readonly float MinTimeBetweenIncidents;
public readonly float MaxSoundDistance;
public readonly SoundSpecifier Sounds = default!;
public ParacusiaComponentState(float maxTimeBetweenIncidents, float minTimeBetweenIncidents, float maxSoundDistance, SoundSpecifier sounds)
{
MaxTimeBetweenIncidents = maxTimeBetweenIncidents;
MinTimeBetweenIncidents = minTimeBetweenIncidents;
MaxSoundDistance = maxSoundDistance;
Sounds = sounds;
}
}

View File

@@ -1,30 +1,5 @@
using Content.Shared.GameTicking;
using Robust.Shared.GameStates;
namespace Content.Shared.Traits.Assorted;
public abstract class SharedParacusiaSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ParacusiaComponent, ComponentGetState>(GetCompState);
SubscribeLocalEvent<ParacusiaComponent, ComponentHandleState>(HandleCompState);
}
private void GetCompState(EntityUid uid, ParacusiaComponent component, ref ComponentGetState args)
{
args.State = new ParacusiaComponentState(component.MaxTimeBetweenIncidents, component.MinTimeBetweenIncidents, component.MaxSoundDistance, component.Sounds);
}
private void HandleCompState(EntityUid uid, ParacusiaComponent component, ref ComponentHandleState args)
{
if (args.Current is not ParacusiaComponentState state)
return;
component.MaxTimeBetweenIncidents = state.MaxTimeBetweenIncidents;
component.MinTimeBetweenIncidents = state.MinTimeBetweenIncidents;
component.MaxSoundDistance = state.MaxSoundDistance;
component.Sounds = state.Sounds;
}
}