using Content.Server.StatusEffectNew; using Content.Shared.Bed.Sleep; 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 { [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 void AdjustNarcolepsyTimer(EntityUid uid, int TimerReset, NarcolepsyComponent? narcolepsy = null) { if (!Resolve(uid, ref narcolepsy, false)) return; narcolepsy.NextIncidentTime = TimerReset; } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var narcolepsy)) { 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(uid, SleepingSystem.StatusEffectForcedSleeping, TimeSpan.FromSeconds(duration)); } } }