Files
tbd-station-14/Content.Server/Bed/BedSystem.cs
Nemanja ab201b6e82 Stasis bed cleanup and bugfixes. (#38762)
* Stasis bed sent to shed

* Code Review

* Code Review 2
2025-07-06 02:59:31 +02:00

55 lines
1.8 KiB
C#

using Content.Shared.Bed;
using Content.Shared.Bed.Components;
using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.Damage;
using Content.Shared.Mobs.Systems;
namespace Content.Server.Bed
{
public sealed class BedSystem : SharedBedSystem
{
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
private EntityQuery<SleepingComponent> _sleepingQuery;
public override void Initialize()
{
base.Initialize();
_sleepingQuery = GetEntityQuery<SleepingComponent>();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<HealOnBuckleHealingComponent, HealOnBuckleComponent, StrapComponent>();
while (query.MoveNext(out var uid, out _, out var bedComponent, out var strapComponent))
{
if (Timing.CurTime < bedComponent.NextHealTime)
continue;
bedComponent.NextHealTime += TimeSpan.FromSeconds(bedComponent.HealTime);
if (strapComponent.BuckledEntities.Count == 0)
continue;
foreach (var healedEntity in strapComponent.BuckledEntities)
{
if (_mobStateSystem.IsDead(healedEntity))
continue;
var damage = bedComponent.Damage;
if (_sleepingQuery.HasComp(healedEntity))
damage *= bedComponent.SleepMultiplier;
_damageableSystem.TryChangeDamage(healedEntity, damage, true, origin: uid);
}
}
}
}
}