using Content.Shared.Bed.Sleep;
using Content.Shared.Drowsiness;
using Content.Shared.StatusEffectNew;
using Content.Shared.StatusEffectNew.Components;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Drowsiness;
public sealed class DrowsinessSystem : SharedDrowsinessSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnEffectApplied);
}
private void OnEffectApplied(Entity ent, ref StatusEffectAppliedEvent args)
{
ent.Comp.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(ent.Comp.TimeBetweenIncidents.X, ent.Comp.TimeBetweenIncidents.Y));
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var drowsiness, out var statusEffect))
{
if (_timing.CurTime < drowsiness.NextIncidentTime)
continue;
if (statusEffect.AppliedTo is null)
continue;
// Set the new time.
drowsiness.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(drowsiness.TimeBetweenIncidents.X, drowsiness.TimeBetweenIncidents.Y));
// sleep duration
var duration = TimeSpan.FromSeconds(_random.NextFloat(drowsiness.DurationOfIncident.X, drowsiness.DurationOfIncident.Y));
// Make sure the sleep time doesn't cut into the time to next incident.
drowsiness.NextIncidentTime += duration;
_statusEffects.TryAddStatusEffectDuration(statusEffect.AppliedTo.Value, SleepingSystem.StatusEffectForcedSleeping, duration);
}
}
}