using Content.Shared.Damage.Components; using Content.Shared.Mobs.Components; using Robust.Shared.Timing; namespace Content.Shared.Damage.Systems; public sealed class PassiveDamageSystem : EntitySystem { [Dependency] private readonly DamageableSystem _damageable = default!; [Dependency] private readonly IGameTiming _timing = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnPendingMapInit); } private void OnPendingMapInit(EntityUid uid, PassiveDamageComponent component, MapInitEvent args) { component.NextDamage = _timing.CurTime + TimeSpan.FromSeconds(1f); } // Every tick, attempt to damage entities public override void Update(float frameTime) { base.Update(frameTime); var curTime = _timing.CurTime; // Go through every entity with the component var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState)) { // Make sure they're up for a damage tick if (comp.NextDamage > curTime) continue; if (comp.DamageCap != 0 && damage.TotalDamage >= comp.DamageCap) continue; // Set the next time they can take damage comp.NextDamage = curTime + TimeSpan.FromSeconds(1f); // Damage them foreach (var allowedState in comp.AllowedStates) { if(allowedState == mobState.CurrentState) _damageable.ChangeDamage((uid, damage), comp.Damage, true, false); } } } }