using Content.Shared.Bed.Sleep;
using Content.Shared.StatusEffect;
using Robust.Shared.Random;
namespace Content.Server.Traits.Assorted;
///
/// This handles narcolepsy, causing the affected to fall asleep uncontrollably at a random interval.
///
public sealed class NarcolepsySystem : EntitySystem
{
private const string StatusEffectKey = "ForcedSleep"; // Same one used by N2O and other sleep chems.
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly IRobustRandom _random = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(SetupNarcolepsy);
}
private void SetupNarcolepsy(EntityUid uid, NarcolepsyComponent component, ComponentStartup args)
{
component.NextIncidentTime =
_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var narcolepsy in EntityQuery())
{
narcolepsy.NextIncidentTime -= frameTime;
if (narcolepsy.NextIncidentTime >= 0)
continue;
// Set the new time.
narcolepsy.NextIncidentTime +=
_random.NextFloat(narcolepsy.TimeBetweenIncidents.X, narcolepsy.TimeBetweenIncidents.Y);
var duration = _random.NextFloat(narcolepsy.DurationOfIncident.X, narcolepsy.DurationOfIncident.Y);
// Make sure the sleep time doesn't cut into the time to next incident.
narcolepsy.NextIncidentTime += duration;
_statusEffects.TryAddStatusEffect(narcolepsy.Owner, StatusEffectKey,
TimeSpan.FromSeconds(duration), false);
}
}
}