140 lines
5.5 KiB
C#
140 lines
5.5 KiB
C#
using Content.Shared.Damage;
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using Content.Server.Bed.Components;
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using Content.Server.Buckle.Components;
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using Content.Server.Body.Systems;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Bed;
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using Content.Shared.Bed.Sleep;
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using Content.Server.Bed.Sleep;
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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.Emag.Systems;
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using Content.Shared.MobState.Components;
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using Content.Server.Actions;
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using Content.Server.MobState;
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using Content.Shared.Actions.ActionTypes;
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using Robust.Shared.Prototypes;
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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 IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SleepingSystem _sleepingSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = 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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}
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private void ManageUpdateList(EntityUid uid, HealOnBuckleComponent component, BuckleChangeEvent args)
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{
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_prototypeManager.TryIndex<InstantActionPrototype>("Sleep", out var sleepAction);
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if (args.Buckling)
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{
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AddComp<HealOnBuckleHealingComponent>(uid);
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if (sleepAction != null)
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_actionsSystem.AddAction(args.BuckledEntity, new InstantAction(sleepAction), null);
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return;
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}
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if (sleepAction != null)
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_actionsSystem.RemoveAction(args.BuckledEntity, sleepAction, null);
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_sleepingSystem.TryWaking(args.BuckledEntity);
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RemComp<HealOnBuckleHealingComponent>(uid);
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component.Accumulator = 0;
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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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bedComponent.Accumulator += frameTime;
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if (bedComponent.Accumulator < bedComponent.HealTime)
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continue;
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bedComponent.Accumulator -= 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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if (!TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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appearance.SetData(StasisBedVisuals.IsOn, isOn);
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}
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private void OnBuckleChange(EntityUid uid, StasisBedComponent component, 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 (!TryComp<SharedBodyComponent>(args.BuckledEntity, out var body))
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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, false);
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}
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private void OnPowerChanged(EntityUid uid, StasisBedComponent component, 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, GotEmaggedEvent args)
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{
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// Repeatable
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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, false);
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}
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}
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}
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}
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