using Content.Shared.CCVar;
using Content.Shared.StatusEffectNew;
using Robust.Shared.Configuration;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.SSDIndicator;
///
/// Handle changing player SSD indicator status
///
public sealed class SSDIndicatorSystem : EntitySystem
{
public static readonly EntProtoId StatusEffectSSDSleeping = "StatusEffectSSDSleeping";
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
private bool _icSsdSleep;
private float _icSsdSleepTime;
public override void Initialize()
{
SubscribeLocalEvent(OnPlayerAttached);
SubscribeLocalEvent(OnPlayerDetached);
SubscribeLocalEvent(OnMapInit);
_cfg.OnValueChanged(CCVars.ICSSDSleep, obj => _icSsdSleep = obj, true);
_cfg.OnValueChanged(CCVars.ICSSDSleepTime, obj => _icSsdSleepTime = obj, true);
}
private void OnPlayerAttached(EntityUid uid, SSDIndicatorComponent component, PlayerAttachedEvent args)
{
component.IsSSD = false;
// Removes force sleep and resets the time to zero
if (_icSsdSleep)
{
component.FallAsleepTime = TimeSpan.Zero;
_statusEffects.TryRemoveStatusEffect(uid, StatusEffectSSDSleeping);
}
Dirty(uid, component);
}
private void OnPlayerDetached(EntityUid uid, SSDIndicatorComponent component, PlayerDetachedEvent args)
{
component.IsSSD = true;
// Sets the time when the entity should fall asleep
if (_icSsdSleep)
{
component.FallAsleepTime = _timing.CurTime + TimeSpan.FromSeconds(_icSsdSleepTime);
}
Dirty(uid, component);
}
// Prevents mapped mobs to go to sleep immediately
private void OnMapInit(EntityUid uid, SSDIndicatorComponent component, MapInitEvent args)
{
if (!_icSsdSleep || !component.IsSSD)
return;
component.FallAsleepTime = _timing.CurTime + TimeSpan.FromSeconds(_icSsdSleepTime);
component.NextUpdate = _timing.CurTime + component.UpdateInterval;
Dirty(uid, component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_icSsdSleep)
return;
var curTime = _timing.CurTime;
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var ssd))
{
// Forces the entity to sleep when the time has come
if (!ssd.IsSSD
|| ssd.NextUpdate > curTime
|| ssd.FallAsleepTime > curTime
|| TerminatingOrDeleted(uid))
continue;
_statusEffects.TryUpdateStatusEffectDuration(uid, StatusEffectSSDSleeping);
ssd.NextUpdate += ssd.UpdateInterval;
Dirty(uid, ssd);
}
}
}