using Content.Shared.Bed.Sleep; using Content.Shared.Drowsiness; using Content.Shared.StatusEffect; using Robust.Shared.Random; using Robust.Shared.Timing; namespace Content.Server.Drowsiness; public sealed class DrowsinessSystem : SharedDrowsinessSystem { [ValidatePrototypeId] private const string SleepKey = "ForcedSleep"; // Same one used by N2O and other sleep chems. [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly StatusEffectsSystem _statusEffects = default!; /// public override void Initialize() { SubscribeLocalEvent(OnInit); } private void OnInit(EntityUid uid, DrowsinessComponent component, ComponentStartup args) { component.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y)); } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var component)) { if (_timing.CurTime < component.NextIncidentTime) continue; // Set the new time. component.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y)); // sleep duration var duration = TimeSpan.FromSeconds(_random.NextFloat(component.DurationOfIncident.X, component.DurationOfIncident.Y)); // Make sure the sleep time doesn't cut into the time to next incident. component.NextIncidentTime += duration; _statusEffects.TryAddStatusEffect(uid, SleepKey, duration, false); } } }