Files
tbd-station-14/Content.Server/Drowsiness/DrowsinessSystem.cs
slarticodefast 577f30fb13 Add haloperidol, potassium iodide (#27454)
* add haloperidol, potassium iodide

* review fixes

* review and tuning

* shader review

* use timespan and AutoPausedField
2024-08-03 03:12:08 +10:00

51 lines
1.9 KiB
C#

using Content.Shared.Bed.Sleep;
using Content.Shared.Drowsiness;
using Content.Shared.StatusEffect;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Drowsiness;
public sealed class DrowsinessSystem : SharedDrowsinessSystem
{
[ValidatePrototypeId<StatusEffectPrototype>]
private const string SleepKey = "ForcedSleep"; // Same one used by N2O and other sleep chems.
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<DrowsinessComponent, ComponentStartup>(OnInit);
}
private void OnInit(EntityUid uid, DrowsinessComponent component, ComponentStartup args)
{
component.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y));
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<DrowsinessComponent>();
while (query.MoveNext(out var uid, out var component))
{
if (_timing.CurTime < component.NextIncidentTime)
continue;
// Set the new time.
component.NextIncidentTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(component.TimeBetweenIncidents.X, component.TimeBetweenIncidents.Y));
// sleep duration
var duration = TimeSpan.FromSeconds(_random.NextFloat(component.DurationOfIncident.X, component.DurationOfIncident.Y));
// Make sure the sleep time doesn't cut into the time to next incident.
component.NextIncidentTime += duration;
_statusEffects.TryAddStatusEffect<ForcedSleepingComponent>(uid, SleepKey, duration, false);
}
}
}