Files
tbd-station-14/Content.Shared/Damage/Systems/PassiveDamageSystem.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

53 lines
1.7 KiB
C#

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<PassiveDamageComponent, MapInitEvent>(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<PassiveDamageComponent, DamageableComponent, MobStateComponent>();
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);
}
}
}
}