147 lines
6.2 KiB
C#
147 lines
6.2 KiB
C#
using Content.Server.Actions;
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using Content.Server.Bed.Components;
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using Content.Server.Bed.Sleep;
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using Content.Server.Body.Systems;
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using Content.Server.Construction;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Bed;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Body.Components;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Damage;
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using Content.Shared.Emag.Components;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Timing;
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namespace Content.Server.Bed
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{
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public sealed class BedSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly ActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SleepingSystem _sleepingSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HealOnBuckleComponent, BuckleChangeEvent>(ManageUpdateList);
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SubscribeLocalEvent<StasisBedComponent, BuckleChangeEvent>(OnBuckleChange);
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SubscribeLocalEvent<StasisBedComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<StasisBedComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<StasisBedComponent, RefreshPartsEvent>(OnRefreshParts);
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SubscribeLocalEvent<StasisBedComponent, UpgradeExamineEvent>(OnUpgradeExamine);
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}
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private void ManageUpdateList(EntityUid uid, HealOnBuckleComponent component, ref BuckleChangeEvent args)
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{
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if (args.Buckling)
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{
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AddComp<HealOnBuckleHealingComponent>(uid);
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component.NextHealTime = _timing.CurTime + TimeSpan.FromSeconds(component.HealTime);
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_actionsSystem.AddAction(args.BuckledEntity, ref component.SleepAction, SleepingSystem.SleepActionId, uid);
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Dirty(uid, component);
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return;
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}
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_actionsSystem.RemoveAction(args.BuckledEntity, component.SleepAction);
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_sleepingSystem.TryWaking(args.BuckledEntity);
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RemComp<HealOnBuckleHealingComponent>(uid);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var (_, bedComponent, strapComponent) in EntityQuery<HealOnBuckleHealingComponent, HealOnBuckleComponent, StrapComponent>())
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{
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if (_timing.CurTime < bedComponent.NextHealTime)
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continue;
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bedComponent.NextHealTime += TimeSpan.FromSeconds(bedComponent.HealTime);
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if (strapComponent.BuckledEntities.Count == 0) continue;
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foreach (var healedEntity in strapComponent.BuckledEntities)
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{
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if (_mobStateSystem.IsDead(healedEntity))
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continue;
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var damage = bedComponent.Damage;
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if (HasComp<SleepingComponent>(healedEntity))
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damage *= bedComponent.SleepMultiplier;
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_damageableSystem.TryChangeDamage(healedEntity, damage, true, origin: bedComponent.Owner);
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}
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}
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}
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private void UpdateAppearance(EntityUid uid, bool isOn)
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{
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_appearance.SetData(uid, StasisBedVisuals.IsOn, isOn);
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}
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private void OnBuckleChange(EntityUid uid, StasisBedComponent component, ref BuckleChangeEvent args)
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{
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// In testing this also received an unbuckle event when the bed is destroyed
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// So don't worry about that
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if (!HasComp<BodyComponent>(args.BuckledEntity))
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return;
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if (!this.IsPowered(uid, EntityManager))
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return;
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var metabolicEvent = new ApplyMetabolicMultiplierEvent
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{Uid = args.BuckledEntity, Multiplier = component.Multiplier, Apply = args.Buckling};
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RaiseLocalEvent(args.BuckledEntity, metabolicEvent);
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}
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private void OnPowerChanged(EntityUid uid, StasisBedComponent component, ref PowerChangedEvent args)
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{
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UpdateAppearance(uid, args.Powered);
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UpdateMetabolisms(uid, component, args.Powered);
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}
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private void OnEmagged(EntityUid uid, StasisBedComponent component, ref GotEmaggedEvent args)
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{
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args.Repeatable = true;
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// Reset any metabolisms first so they receive the multiplier correctly
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UpdateMetabolisms(uid, component, false);
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component.Multiplier = 1 / component.Multiplier;
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UpdateMetabolisms(uid, component, true);
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args.Handled = true;
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}
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private void UpdateMetabolisms(EntityUid uid, StasisBedComponent component, bool shouldApply)
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{
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if (!TryComp<StrapComponent>(uid, out var strap) || strap.BuckledEntities.Count == 0)
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return;
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foreach (var buckledEntity in strap.BuckledEntities)
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{
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var metabolicEvent = new ApplyMetabolicMultiplierEvent
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{Uid = buckledEntity, Multiplier = component.Multiplier, Apply = shouldApply};
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RaiseLocalEvent(buckledEntity, metabolicEvent);
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}
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}
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private void OnRefreshParts(EntityUid uid, StasisBedComponent component, RefreshPartsEvent args)
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{
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var metabolismRating = args.PartRatings[component.MachinePartMetabolismModifier];
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component.Multiplier = component.BaseMultiplier * metabolismRating; //linear scaling so it's not OP
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if (HasComp<EmaggedComponent>(uid))
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component.Multiplier = 1f / component.Multiplier;
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}
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private void OnUpgradeExamine(EntityUid uid, StasisBedComponent component, UpgradeExamineEvent args)
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{
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args.AddPercentageUpgrade("stasis-bed-component-upgrade-stasis", component.Multiplier / component.BaseMultiplier);
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}
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}
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}
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