using Content.Server.Chemistry.Components;
using Content.Shared.Chemistry.Events;
using Content.Shared.Projectiles;
using Robust.Shared.Timing;
namespace Content.Server.Chemistry.EntitySystems;
///
/// System for handling injecting into an entity while a projectile is embedded.
///
public sealed class SolutionInjectWhileEmbeddedSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMapInit);
}
private void OnMapInit(Entity ent, ref MapInitEvent args)
{
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var injectComponent, out var projectileComponent))
{
if (_gameTiming.CurTime < injectComponent.NextUpdate)
continue;
injectComponent.NextUpdate += injectComponent.UpdateInterval;
if(projectileComponent.EmbeddedIntoUid == null)
continue;
var ev = new InjectOverTimeEvent(projectileComponent.EmbeddedIntoUid.Value);
RaiseLocalEvent(uid, ref ev);
}
}
}